Escape the Nightmare

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Escape the Nightmare Objective You and your friends are trapped in a nightmare guarded by monstrous wardens. You must work together to escape, by harnessing aspects of the nightmare to defeat the wardens. However time is limited, because something terrible is chasing you. It s coming. Run. Contents The game contains 44 Nightmare cards, 9 warden cards and one It s Coming card. There are 11 types of nightmare card, with 4 cards of each type. Overview Shuffle some nightmare types together and deal a hand of them to each player. Prepare a stack of wardens that are keeping you in the nightmare. Give each player time to read their cards and then begin the time limit. Players trade cards attempting to obtain matched sets of nightmares, whenever a player obtains a matched set they pause the game and defeat one of the wardens. If all of the wardens are defeated then you have escaped the nightmare and are victorious. However if the time limit runs out then you lose. Also whenever a player receives a card it affects them, restrictions make it harder to communicate or trade and actions require you to do something or immediately lose the game. Finally the wardens will try to stop you, using their powers to make it harder for you to obtain sets. Good luck. You ll need it.

Setup Shuffle the wardens and deal two into a face down pile; this is the warden deck. Flip the top one face up and remove the others from play. Players 3 4 5 6 7 8 Nightmare Types 4 6 7 9 10 11 Nightmare Deck 2 5 4 7 6 5 Select a number of nightmare types depending on the number of players and shuffle them together. Deal the listed number of cards face down into the middle of the table to form the nightmare deck. Then shuffle It s Coming into the remaining nightmare cards and deal them evenly between the players. For your first game it is recommended that you use the following nightmare types: Delirium, Mutilation, Isolation, Mutation, Tentacles and Monsters. If you need more nightmare types for the number of players avoid selecting Abduction and Death if possible. Give everyone plenty of time to read their cards, once they are ready to begin whoever has It s Coming should start the game by saying It s Coming. Run. Play Once play begins the action is continuous until either a warden is defeated or the players are doomed. All players act simultaneously, there are no turns. Communicating Unless prevented by a game mechanic players are free to talk about any subject at any time. You may describe your cards in as much detail as you would like, discuss what sort of cards you want to receive and ask and answer any questions that you see fit. However you may not show other players your cards unless required to by an action difficulties in communication are an essential part of the game that may not be avoided in this fashion. Trading To trade with another player offer them a card, face down. Without looking at it they decide whether to accept, if they do they give you a card from their hand and then take your offer. Action: If you receive an action card then you must perform the action listed on the card as quickly as possible. If you complete another trade or if any player defeats a warden and you have not yet completed the action then you must call pause and announce that the group is doomed. Hint: If you have an uncompleted action, tell other players about it so that they do not defeat a warden. Don t be afraid to ask for help if you need it.

Restriction: If you receive a restriction it will limit who you can trade with or how you can communicate. The limitation lasts until the next time that you complete a trade. Trading ends the effect even if you still have the restriction card in your hand. Note that both types of effect end (for good or ill) when you next trade, so you should only be under the influence of one card at a time. The sole exception is It s Coming. It s Coming If you have It s Coming in your hand you must say It s Coming, Run! and then count down from thirty to zero. If you reach zero then the game is over and the group is doomed. If you trade It s Coming then you immediately end your count with no ill effects, the person who receives the card now starts a new doom count from the beginning and you act as dictated by the card that you have just received in trade. If you have It s Coming in your hand and receive a second card then you are affected by both cards. If you are unable to continue the doom count while following the instructions on the second card then you must call a pause and announce that the group is doomed. Hint: If you have It s Coming always trade it away whenever possible. That way you won t have to deal with two card effects at a time and the doom count won t reach zero. You may not pause the count to have a conversation but it is legal to talk in between counts. Thirty, help I need, Twentynine, abductioncards, Twentyeight, orwelose is a legal doom count. You should aim to say approximately one number per second, while a little variation is expected and even encouraged don t take advantage of the timing mechanic. You know if you are cheating. Doom You are not subject to certain doom, so if you are doomed rotate the warden ninety degrees. If you are doomed again before defeating this warden then you have all lost and the game is over, however if you defeat this warden then you can survive another failure on the next one. Wardens The wardens have text on them, but this should be ignored until you increase the difficulty (see difficulty at the end of the rules).

Defeating Wardens (Winning!) If you have It s Coming and have four nightmare cards of the same type you may instead choose to defeat a warden. To do this call pause and perform the following steps: First, shuffle the four nightmare cards into the nightmare deck and draw four new cards to replace them. You may receive some of the same cards again, if you receive exactly the same four cards repeat the process until you do not. Remove the top warden from the warden deck from play, it has been defeated. Finally flip the next warden face up; you are now ready to begin again. When you defeat the last warden your group has been victorious! If at first you don t succeed... Defeat can happen very quickly, possibly even within seconds. It s expected that the average Nightmare play session will comprise of a number of attempts and you ll only succeed a minority of time (but that it ll be special when you do!). When you lose it s important to get back into the action quickly without wasting your precious time on sorting lots of cards. Here are three alternatives to going through the whole setup sequence again: Very Fast Restart: If you lose a game before defeating the first warden each player shuffles their hand and passes two cards to the player on their left. You are now ready to begin. Fast Restart: Whoever has It s Coming gathers the nightmare cards and shuffles them all together, dealing a nightmare deck and starting hands as at the start of the game. Someone else shuffles the defeated and undefeated wardens together and flips one face up. (On extreme difficulty they ll also need to put the Malignant Dreamer on top). Variety Restart: As a fast restart, but remove four identical nightmare cards from the deck and throw in a new nightmare type. If you re playing with warden effects discard a warden that you ve defeated and throw in another at random to replace them. Ambiguities Some of the cards follow the whimsical nature of dreams and may give instructions like Sing the song of your people. You re free to interpret these as you wish; in this case depending on who you consider your people you might decide that it s anything from the national anthem to the theme of Firefly. If you need precise rulings on specific cards and situations The Malignant Dreamer offers more specific rulings here: http://www.3dtotalgames.com/enter-the-nightmare/rulings/ Please excuse her manner; she s not a very nice person.

Difficulty and Customisation The rules given above are for tutorial difficulty, once you are used to the game you ll want to increase the challenge. There are a number of ways to make it more difficult or to customise the experience to your group. Escape or Pursuit The game described above is played with something chasing you through the nightmare. If this is too frantic try changing the game to pursuit mode. In this mode the It s Coming card has no game effect, besides being needed to defeat wardens and there is no doom count. However the game is played to an overall time limit, if you do not defeat the wardens within this time limit then you all lose. The default time limit is ten minutes. Less Time A lower doom count or smaller time limit increases the challenge of the game. It has been won with doom counts as low as five and overall time limits of just a few minutes. Certain Doom Certain doom makes the game more punishing, causing the players to lose as soon as they are doomed. No second chances. Warden Count and Effects Adding more wardens makes the game more challenging. Additionally you can have the wardens apply their special effects. In this mode while a warden is face up their text applies to all players. If you do this make sure that you remove The Helpful Doctor or The Stranglers as is appropriate for your game mode. Also decide whether to include The Malignant Dreamer as she is dramatically more dangerous than the others. Suggested Difficulties Difficulty Pursuit Doom Count Escape Time Limit Certain Doom Warden Count Warden Effects Malignant Dreamer Tutorial 30 10 mins No 2 No - Easy 20 8 mins No 3 No - Medium 10 6 mins Yes 4 No - Hard 10 6 mins Yes 5 Yes No Very Hard 8 5 mins Yes 6 Yes Random Extreme 5 4 mins Yes 7 Yes Random Impossible 5 4 mins Yes 8 Yes Top Warden

Customisation Some players hate singing and others wouldn t hug each other if their life depended on it. The nightmare types that you choose will impact upon the sort of game that you play, feel free to include or exclude particular types in order to customise the game to your group s preferences. These notes on the properties of each type of nightmare should help you to customise the game to your liking: Nightmare Difficulty Notes Delirium Easy Contains singing and a slight risk of poetry. Insects Easy Players may be required to buzz. Isolation Easy Includes light physical contact (high fives and hugs). Monsters Easy Tends to be noisy. Involves saying mean things to the other players. Has a card designed to combo with Mutilation. Mutation Easy All cards involve physical gestures or movement (not unique to this set). Has a card designed to combo with Monsters. Art may be inappropriate for some audiences. Mutilation Easy Art may be inappropriate for some audiences. Tentacles Easy Art may be inappropriate for some audiences. Assimilation Normal Can be noisy. Sometimes involves saying lots of numbers very quickly. Wilderness Normal Has a restriction that s crippling if traded early. Abduction Hard Contains two actions that risk automatic failure based on hand composition. Death Hard Involves cards with extra time pressures. Can not be used in escape mode.