60min Tinkerb t games

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Transcription:

60min + - Tinkerb t games

Creepstne Manr has been clsed fr nearly ne hundred years, standing dark and silent abve the twn f Creepstne and that s just the way resident ghst Spkie likes it! But nw the manr has been repened and turned int a htel fr the living... Yu play ne f Spkie s ghstly minins, charged with ridding the huse f these warmbdied usurpers. Use yur skills f terrr t send them fleeing int the night and win Spkie s patrnage. Wh will be the tp ghst? Cntents Game Bard Ghst Figures Phbia Tkens Ghstly Barrier Tkens Scre Tkens Cards Guest cards 0 Scare Tactic Cards Spkie Favur Cards Terrr Bnus Cards Six-Sided Terrr dice Eight-Sided Terrr dice CREDITS: Game Design: Clatwrthy Game Develpment: Gin Brancazi, Tny Beard Illustratin: Tyler Jhnsn Graphic Design: Rachel Dbbs Rulebk Editing: Dustin Schwartz 9 htel rms Guest DECK Discard pile SCORE TRACK GHOSTLY BARRIER PHOBIA Setup. Separate the cards int separate decks: guests, scare tactics, spkie favurs, and terrr bnuses.. Shuffle the guests deck, face dwn. Place the tp 9 cards ut, face up, in a x grid n the game bard; the grid makes up the rms in the htel, and the cards represent guests staying in them. Put the rest f the guests deck face dwn near the game bard these will be used t refill the htel each day.. Shuffle the scare tactics, spkie favurs, and terrr bnus decks separately, and place each face dwn within easy reach f all players.. Place the phbia tkens and ghstly barrier tkens within easy reach f all players.. Have each player take a ghst figure as well as a scre tracker and all the terrr dice ( x six-sided dice and x eight-sided die) f the matching clur. 6. Give each player a spkie favur and a scare tactic, frm the respective decks. Nte: a player may lk at their wn cards at any time, but must keep them hidden frm the ther players. Spkie Favur Deck Terrr bnus Deck Scare Tactic Deck

Guest Cards Terrr Bnus Cards NAME OF GUEST PHOBIA Sme guests have phbias that players can use t duble their scariness with scare tactics. Read these carefully as they will affect hw yu scre this persn. TYLER SPOOKIE SCORE This is hw many pints this guest is wrth when scared frm the htel. SPECIAL ABILITY COURAGE This is the scre yu are trying t equal r beat with yur terrr dice. Terrr BnuS kie s gambl e sp Scare Tactics This is t give a quick reminder f hw this card is used and what effect it has. Spkie Favurs Scare Tactic Cards When played, these prvide the phbia tkens yu can put under yur terrr dice, this is explained further n Page. Reminder Text This is the effect f the terrr bnus card; this will either allw yu t rll mre terrr dice at the start f the night phase r t rll an eight-sided dice (instead f a sixsided). Card Title PHOBIA kie s g p s amb le Spkie Favur Effect Read Spkie favurs carefully t find ut their effects and when they can be played. Re-rll any number f yur terrr dice, keeping the new result.

Overview Example: Player Order Ghstel takes place ver a series f runds, each made up f tw phases: a Night and a Day. During the night, the ghsts ram the htel, using all their scary tactics t frighten away the human visitrs and shw ff fr Spkie himself. During the day, while the ghsts are hiding in the attic, new guests will enter the htel and thse wh withstd the previus night s terrrs will calm dwn frm their twilight visitatins. The game will end when there are nt enugh guests left t fill up the htel. The winner is the player with highest scre. Determining Player Order At the start f each night phase, player rder fr the rund is determined by the players current scres: the player in the lead ges first, then the player in secnd place, and s n. Starting The Game In the first night phase, all the players rll their three terrr dice. In the example abve, Blue has ttal f eleven s they place their scre marker n the st place spt n the scre tracker. White has ten, s takes the nd spt, whilst Red nly has eight, s they take third. Later Runds After the first night phase, the players have scred sme pints. In a situatin where ne scre marker will end up in the same space as anther player s, the mving marker is placed n tp f the ne already in the space n the scre tracker. Fr player rder, the cube n tp ges befre the player underneath. Hwever, fr the first night, when all players are n zer, player rder is determined by the first rll f the terrr dice, with the player wh has the highest ttal ging first, secnd highest secnd and s n. Dn t wrry; rlling the terrr dice will be explained a bit later. In the case f ties, player rder is be decided by wh has the highest scre n a single die. Red had a great rund and scred 6 pints; in the next night phase, Red will g first. Blue scred pints and s will g secnd in the next night phase. Pr White nly manages pints, but will nw g third in the next night phase. (In Ghstel ging last can be a gd thing as yu can see what the ther players have decided t d!) 6

The Night Phase Night Phase is split int The fur steps.. Rll yur Terrr Dice At the start f each night phase, take three six sided dice and rll them; this is hw scary yur ghst is fr the rund. Remember: A player will ALWAYS get t rll at least three dice at the start f each night phase, even if they leave dice in the huse at the end f the last night phase (dn t wrry, this will be explained later). Als, remember that the ttal n yur terrr dice in the first night phase f the game determines player rder fr this rund. Example: Night Phase. Scaring the Guests In this step, each player gets three turns. In the first turn, each player (in player rder) chses a rm in the htel fr their ghst t appear in, placing their ghst figure in the rm and selecting f their terrr dice t leave in the rm. Blue ges first and decides t appear in Esme s rm, placing their six pip die as they d. White is next, placing their fur pip die n Susan. / susan At the end f the third turn, the ghsts retreat t the attic; each player takes their ghst figure ff the game bard. (We encurage yu t make ghstly woo nises as the ghsts are remved frm the bard.) Ghsts can nly mve ne rm at a time. Ghsts can nly mve up, dwn, left r right when mving t a new rm; they cannt mve diagnally. A ghst MUST mve during the secnd and third turns f player mvement and dice placement if able. If a ghst is unable t mve fr any reasn (due t the effects f a Spkie favur fr example), the ghst will remain in its current rm, but must place a die each turn n the rm it stays in. A player may mve their ghst back n t a rm they have already visited this phase and place a secnd terrr die n this rm (typically this can nly be dne in the third turn). Finally Red gets int the htel, appearing n and placing their ne pip die. esme / nd Mve nd Mve Fr their first mves, Blue mves t and places a three pip, White mves t t place a three pip and Red als mves t, placing a ne pip. Turn st Mve Turn susan st Mve nd Mve st Mve Turn In subsequent turns, each player must mve their ghst figure t an adjacent rm, leaving terrr die in the new rm. Ghsts can never mve diagnally, but are allwed t backtrack int rms that they ve already visited earlier in the rund. Rules n Mvement esme It s the start f the night phase, and all players have rlled their terrr dice. Fr their secnd mves, Blue then ges dwn t t place a tw pip, whilst White decides t mve back t Susan t place a three pip. Finally, Red fllws White t Susan and places a six pip.

The Night Phase (cntinued...). Ttalling up the scres Beginning with the tp left rm, check t see which guests have been scared ut f the htel. If the ttal f all the terrr dice in that rm is equal t r greater than that guest s curage, the guest flees the htel in terrr return all terrr dice in that rm t their respective wners and discard the guest frm the game, but nt befre determining which players scre pints! Lk at the spk scre n the bttm left f the guest card t see hw many Spkie pints the scare was wrth. The player wh cntributed the mst terrr t the scare scres the number f pints Examples: Scring (cntinued...) listed fr first place. If multiple players cntributed t the scare, then the player wh cntributed the secnd mst amunt f terrr earns the number f pints listed fr secnd place. Each remaining player wh cntributed t the scare scres the number f pints listed fr third place. Ttal Dice Pips > Curage = guest is scared AWAY Susan n the ther hand has thirteen pips ttal (seven frm White and six frm Red) which beats her curage and scares her frm the htel. esme White has the mst pips n Susan when she is scared and therefre takes the tp scre (in this case Spkie pints) If tw r mre players cntribute the same amunt f terrr t a scare, they each scre the full pints (e.g., If tw players are tied fr first place, and the spk scre is pints, the tied players scre pints each). When this ccurs, any ther players wh cntributed scre the third-place pints. spider Examples: Scring Red cmes secnd and gets pints. 9 Ghstel 0 esme 9 / Esme nly has six pips n her in ttal, s isn t scared frm the huse. als desn t have enugh, with a ttal f fur pips (three frm Blue and ne frm Red). 0 6 Curage 0 Susan William + + +0 0 Ttal Dice Pips < Curage = guest is nt scared AWAY susan 90 / susan Track players pints by mving their scre markers alng the scre track. + + + is als scared since the ttal terrr dice n him is six pips. White has the highest number f pips and scres Spkie pints, Blue has the secnd highest number f pips and scres Spkie pints, whilst Red cmes last and scres tw Spkie pints. 0

The Night Phase (cntinued...) Rules n scring The amunt a player cntributes t scaring the guest is equal t ALL their dice, nt their highest single die. The third spk scre will never disappear; all players wh placed a die n the scared guest will always at least scre the third spk scre.. Calming Dwn Once all scared guests have fled the htel and all scring is cmplete, flip each terrr die remaining in the htel dwn by. Any terrr die that wuld drp t 0 is instead remved frm the game bard and returned t its wner. The Day Phase During the Day Phase, the ghsts will have the pprtunity t spend their pints t gain new advantages in the frm f Spkie favurs, scare tactics and terrr bnuses.. Buying Cards T buy the cards, players must spend the pints they ve scred during the night phase. The cst f buying each card is n the back bttm right crner. Starting with the player with the current highest pints, players may buy up t tw cards frm the three decks available. A player may nt buy tw f the same card. Fr example, a player culd buy a terrr bnus and Spkie favur fr 6 pints r a Spkie favur and a scare tactic fr pints, but culdn t buy tw Spkie favurs, r tw terrr bnuses. wasn t scared enugh, s she stays in the htel and calms dwn. Rules fr -player game The Blue terrr die is turned dwn frm three pips t tw pips t represent this. The Red terrr die is already at ne pip and can t be turned dwn; it is therefre remved instead. With nly tw ghsts, the htel can feel a bit empty! S fr tw players, each player shuld take cntrl f tw ghsts instead f ne: it s a frightmare tag team! Each ghst has its wn spkie pints, hands f spkie favurs/scare tactics and terrr bnuses. Each ghst will scre separately; it is entirely pssible that a player s ghsts will take bth the first and secnd spk scres n a guest. At the end f the game, add the spkie pints f bth f a player s ghsts tgether t determine their final scre. The highest scre wins! Terrr Bnuses Csts Spkie Pints When purchased, place this card face up in frnt f yu. Fr the rest f the game, when rlling yur terrr dice at the beginning f the night phase, yu may nw rll an extra d6, then pick the three with the best scres t use during the secnd part f the night phase. There is a special terrr bnus card that, instead f allwing an extra d6 t be rlled, the player upgrades ne f their current d6 t a d. If the player receives a secnd cpy f this card, treat it instead as an extra d6 card instead. Upgrade t d Place this card face up in frnt f yu. Fr the rest f the game, substitute ne f yur six sided terrr dice fr an eight sided. Additinal Upgrade t d cards grant a + six sided terrr die instead. Place this card face up in frnt f yu. Fr the rest f the game, rll an additinal terrr die at the start f the night phase; chse three dice t keep.

The DAY Phase (cntinued...) il t ch ls... g i kie s bst p guest in d under any Place this car sure the symbls at En ible the huse. card are vis this f d). the bttm s (uncvere t all player f is nw afraid This guest. all phbias Instead f yu r yu may m nrmal mvement in the huse, ve t ANY guest except thse blcked by a ghstly barrier. + terrr dice Increase each f yur f six) by ne (t a maximum These cards grant benefits t the player. The card will detail when the card shuld be played and what bnus it will give. There isn t a limit t hw many cards a player can play during a turn. Once played and the effects applied, these cards g t the discard pile. Nte Unless therwise stated, Scare Tactics Csts Spkie Pints Spkie favur cards cannt affect terrr dice already placed n guests. When placing a terrr die n a guest, a player may als play a scare tactic at the same time if ne f the phbia icns n the scare tactics card matches the phbia icn n the guest card. The player places a phbia tken n the guest, then places their terrr die n tp f the tken s everyne knws wh it belngs t. The scre n the die placed n the tken is nw wrth duble when determining the wner s terrr ttal. Hwever, the Blue player has a scare tactic in hand, and luckily it has the snake phbia n it, which is exactly what has a fear f! The Blue player uses his scare tactic at the same time as laying his die t put a phbia tken under his die, dubling its scre t eight pips and scaring ut f the huse! x NOTE: Scare tactics are played when a player places r mves their ghst nt a guest. Yu may have nticed that sme f the guests in the huse have a phbia, smething they are scared f mre than anything else. This is where scare tactics cme in. Scare tactics represent the ghst changing their scare t suit the guest, hpefully leaving them as a gibbering wreck! The Blue player has mved n t and decides t place a fur pip terrr die n him; this isn t enugh t scare thugh. Spkie Favurs Csts Spkie Pints s s k thrug wal h wal l Example: Scare Tactics. Refill the htel After all players have bught any cards they want, refill the htel frm the guest deck, starting at the tp left hand rm and wrking acrss t the bttm right rm. After the first rund, the player rder is based n the player s scres, with the player with the highest scre ging first. The player rder is determined using the psitins f the scre markers n the scre tracker. Nte that nly Spkie favurs and scare tactics are in the player s hand; terrr bnus cards are nt. There is als n limit t hw many cards a player may have in their hand. Ending The Game and Winning The game ends immediately when the htel cannt be refilled with guests (i.e. there are empty rms in the htel at the start f the night phase). The winner is the player with the highest scre.

Quick Start Guide The Night Phase. Rll Terrr Dice At the start f each night phase, take three terrr dice and rll them; this is hw scary yur ghst is fr this rund.. Scaring The Guests Ghsts enter the htel and mve arund the rms, leaving behind terrr dice. 9 htel rms Discard pile Guest DECK SCORE TRACK. Ttal Up The Scres Starting with the tp left guest in the huse, cunt up all the pips n the terrr dice placed n this guest. If the TOTAL scre is equal t r exceeds the curage f the guest, that persn has been scared ut f the huse! Remve the card frm the huse and give pints t each player wh placed a dice n this scared guests.. Calming Dwn Flip each terrr die remaining in the htel dwn by. GHOSTLY BARRIER Spkie Favur Deck Terrr bnus Deck Scare Tactic Deck The Day Phase. Buy Cards Scare tactics, Spkie favurs and terrr bnus cards. Refill htel Ending the Game and Winning The game ends when the htel cannt be refilled with guests (i.e. there are empty rms in the htel at the start f the night phase). The winner is the player with the highest scre. PHOBIA