The Unofficial Friday the 13th Board Game

Similar documents
JASON PAWN GENERATOR TOKEN GABRIELLE COUNSELOR PAWNS JASON JASON JASON RANDY RANDY RANDY GABRIELLE GABRIELLE BERNARD BERNARD BERNARD WHITNEY WHITNEY

Mice & Mystics FAQ Most of the questions are answered by the designer, Jerry Hawthorne Characters Tilda Maginos Filch Lily

Goal of the Game. For 2-4 Players

DUNGEON THE ADVENTURE OF THE RINGS

Background. After the Virus

The winner rules the Spanish Main until the next encounter!

NIGHTMARE FOREST Dead Run

Another boardgame player aid by

Introduction. Contents

Shaun Austin Jim Hartman

Mint Tin Mini Skulduggery

KUNG CHI. By Stone Mage Games RULES. Sample file

Mystery cards: Starting Item cards. Invention cards. Special Arranging the Camp card (used only in a 4-player game) Scenario cards

Buck Rogers Battle For The 25 th Century 1. 4 Turn Phases Complete each phase in order Definitions

Joshua Nuernberger DESMA 157A Eddo Stern Fall Marathon Running Game The Road Based on the Novel by Cormac McCarthy

8 Weapon Cards (2 Sets of 4 Weapons)

Contents. 4 cards Research 54 cards Zombie 3 cards Horde. 4 cards Place 51 cards Rage 1 card Barricade. 1 counter. 8 cards Captured Zombie

Story Platforms. A 3d Print and play tabletop game system

Components. Matching Travel Markers. Brother Gherinn

REINFORCEMENT PHASE F.A.Q.

The game consists of 3 rounds where you will build a castle in 30 seconds then place catapults and steal wall pieces from your neighbors.

There are some basic rules you will need to know to play the game. We will review them in this section.

Runikend 1st edition Schneider Lab Ltd E. Hampden Ave Unit C-113 Denver CO,

2003 Hasbro. All rights reserved. Distributed in the United Kingdom by Hasbro UK Ltd., Caswell Way, Newport, Gwent NP9 0YH. Distributed in the U.S.A.

There are some basic rules you will need to know to play the game. We will review them in this section.

When it comes to generic 25mm Science Fiction skirmish games, there are really only two choices.

30-45 Mins Ages Players BY JEREMY KALGREEN AND CHRIS VOLPE RULEBOOK

A Clash of Arguments

RULEBOOK BananaBandits_Rulebook.indd 1 12/21/16 7:56 PM

a cooperative card game by Mike Addison 2016

Star Trek Fleet Captains FAQ version

The Sorcerer s Chamber

ASSEMBLY OBJECT OF THE GAME. The Game of Mystery, Suspicion and Foul Play!

SUPPLIES. 10 Supply cards TURN SEQUENCE. Event Resolution Eating Declare Action Trade. Mutant Players FOLLOWERS ENCOUNTERS.

CONTENTS. 1. Number of Players. 2. General. 3. Ending the Game. FF-TCG Comprehensive Rules ver.1.0 Last Update: 22/11/2017

Dragon Phoenix Games

Little Dead Riding Hood

SETUP. Remove Extra Cards. Infect Wolf Zero. Set Aside Night Cards

Dungeon Cards. The Catacombs by Jamie Woodhead

by Dario Dordoni The toilet isn't always right behind the corner: sometimes finding it is a quest in itself!

Dragon Canyon. Solo / 2-player Variant with AI Revision

In the event that rules differ in the app from those described here, follow the app rules.

GLOSSARY USING THIS REFERENCE THE GOLDEN RULES ACTION CARDS ACTIVATING SYSTEMS

make the faux pas of touching them! They are dealt face up for a reason, primarily to prevent a few types of player cheating.

Introduction. How to Win

Primo Victoria. A fantasy tabletop miniatures game Expanding upon Age of Sigmar Rules Compatible with Azyr Composition Points

The Esoteric Order of Gamers orderofgamers.com

The five possible actions from which a player may choose on every turn are:

Mage Tower Rulebook Ver 0.1

zogar s gaze Objective

THE RULES 1 Copyright Summon Entertainment 2016

Rules. Aim of the game For the villagers: to kill the werewolves. For the werewolves: To kill the villagers. The Cards :

Empires at War. 2. Win conditions Your main objective is destroy all unit cards of the opposing player. You can recognize unit

Details of Play Each player counts out a number of his/her armies for initial deployment, according to the number of players in the game.

FULL RULEBOOK GAME FLOW TABLE OF CONTENTS. Playing Scenarios... 17

AGES PLAYERS Kill the Leader of the Survivors!

Y dthanatos

The Arena v1.0 An Unofficial expansion for Talisman by Games Workshop Copyright Alchimera Games 2012

MATERIALS. match SETUP. Hero Attack Hero Life Vanguard Power Flank Power Rear Power Order Power Leader Power Leader Attack Leader Life

WA WARUMONO O 2 Handbook Handbook E N G L I S H

Galaxy of D 1/ About the Components: the Map The war takes place in Galaxy of D (the hexes are called sectors).

Bible Battles Trading Card Game OFFICIAL RULES. Copyright 2009 Bible Battles Trading Card Game

JINX - 2 Players / 15 Minutes

Free Shipping for all USA orders!

BOLT ACTION COMBAT PATROL

AGES PLAYERS. Game Guide

Introduction. Playing time: min. Players: 1-4 Age: +8

TWO PLAYER RULES Introduction

When placed on Towers, Player Marker L-Hexes show ownership of that Tower and indicate the Level of that Tower. At Level 1, orient the L-Hex

OCTAGON 5 IN 1 GAME SET

Introduction. Index. 1. Introduction & Index 2. Core Rules 3. Ship Components 4. Advanced Ship Components 5. Special Fleets

Stock Trading Game. Rulebook

The Esoteric Order of Gamers

001 \ FORTRESS AMERICA

A Few House Rules for Arkham Horror by Richard Launius

Contents. Dragon Rampage

Game Manual. prototype

Name: Date: Simulation: Life in the State of Nature

Of Dungeons Deep! Table of Contents. (1) Components (2) Setup (3) Goal. (4) Game Play (5) The Dungeon (6) Ending & Scoring

Attention! Choking hazard! Small pieces, not for children under three years old. Figure 01 - Set Up for Kick Off. corner arc. corner square.

Dice Colored Glass Hit Counters Card Sleeves Card Dividers Plastic Storage Case Character Cards

Overlord. Phoenix. Poisoned Blade. Poison Bolt. Poison Cloud. Poison Spit. Poison Spit All Red Hot Reflect All Rupture. Search Party.

3rd Edition. Game Overview...2 Component Overview...2 Set-Up...6 Sequence of Play...8 Victory...9 Details of How to Play...9 Assigning Hostiles...

AA-Revised LowLuck. 1. What is Low Luck? 2. Why Low Luck? 3. How does Low Luck work?

For 2 to 6 players / Ages 10 to adult

Portable Wargame. The. Rules. For use with a battlefield marked with a grid of hexes. Late 19 th Century Version. By Bob Cordery

FAQ v.2.2. Q: Does a model that is currently fighting with a Great Weapon get free hacks if he's also carrying a hand weapon?

PROFILE. Jonathan Sherer 9/30/15 1

The starting player takes the first turn, then players take turns in a clockwise order until a game-ending event.

Hunger Games. Disney Princess Edition. A GM- LESS story game for the hour RPG contest. By Scott Slomiany

Along the way, battle with other ships to loot or destroy them. The Board

Overview A game of Gauntlet of Fools consists of two phases the Boasting phase and the Gauntlet phase.

BASE RULEBOOK - v1.14

ARMY COMMANDER - GREAT WAR INDEX

Stargrunt II Campaign Rules v0.2

Treasure Hunt. A Pirate Adventure. Get Swashbuckling! (C) 2015 Little Learning Labs & Andrew Frinkle

S TEFAN F ELD INTRODUCTION GAME COMPONENTS

Dawn of the Dice of the Dead

Another boardgame player aid by

CONTENTS. A WWII tactical and operational strongpoint defense game. PAGE 1 Introduction. PAGE 2 Setup minutes ages: players

Transcription:

The Unofficial Friday the 13th Board Game for 3 to 7 players === v. 1.1 compiled by Mike MacDee (at yahoo dot com) based on the Friday the 13th film series and the NES game

SUMMARY Jason Voorhees is on a killing spree at Camp Crystal Lake! Up to six players control the six Counselors, who search the camp cabins for a way to kill Jason. Meanwhile Jason is on the hunt, moving in secret as he slaughters the Counselors one by one. The Counselors win if Jason is dead. Jason wins if all Counselors are dead. SETUP Arrange the board, Cave Shrine, and Cabin Charters (for Large and Small Cabins) where everyone can reach them easily. One player becomes Jason and sits behind the Jason Screen with the Camp Map in front of him (out of view of the Counselors). Jason shuffles the event cards and draws three. Counselors decide which cabin contains the Generator and place the Generator Token in the appropriate Cabin Charter slot; then the Counselors pair up in different Small Cabins on the game board -- all six Counselors are used regardless of the number of players. After the Counselors are placed, Jason places himself on a road space of his choice -- his pawn is not placed on the board. Shuffle the item cards and deal one to each slot on the Cabin Charter, except the cabin containing the Generator. Deal an additional card to Cabins 2, 3, and 6. Leftover cards are given to Jason: he discards each "Jason Lurks!" card in exchange for another event card. Excess weapon cards are immediately stored in the Cave Shrine.

PLAYER TURN Each round, the Counselors decide their turn order and make their moves. When all Counselors have gone, Jason takes his turn. The Counselor does one or both of the following on his/her turn: 1) Move 2) Search; Use Non-Weapon Item; Move Again Jason either plays an event card from his hand, or does one or both of the following on his turn: 1) Move 2) Search; Swap Cave Shrine Items; Move Again Movement Players move by rolling a single die and moving up to that many spaces. The following are considered board spaces: - Road Junctions (the circles dotting the roads) - Cabins - The Woods, Lake, and Cave spaces If a Counselor stops his/her movement to perform an action other than Move Again, his/her movement is over for that turn. This rule does not apply to Jason. No more than 2 Counselors may occupy the same space. Jason's Movement Jason does not move a piece on the board like the Counselors do: he secretly moves the Jason Pin on

the smaller Camp Map. He only places his piece on the board when: - He attacks a Counselor - He moves onto a Counselor's space - He shares a cabin with a Counselor Outside of the cabins, if a Counselor moves onto Jason's space, Jason may reveal his location and attack, but doesn't have to -- he can stick to the woods and watch them pass if he prefers. Once Jason's whereabouts are no longer up-todate, his piece is removed from the board. Blackouts Once the power goes out, it can only be restored if a Counselor moves into the Generator's cabin and uses the Fuel Can. Until the camp's power is restored, Counselors can only search cabins if they carry a Flashlight or roll a 4 through 6 on a single die; otherwise the search yields nothing. While the power is out, Jason only reveals his location when he attacks, regardless of circumstances. Searching Each cabin number correlates to a slot on its respective Cabin Charter page (Large or Small Cabins): any item cards left in the cabin are placed facedown on its respective slot. The Counselor can't see what the items are unless he/she moves into the cabin and searches it: he/she may then look at the items and take as many as he/she can carry, or leave them for a comrade to collect later. Until the Counselor leaves the cabin, that cabin is still considered searched: if his friends enter the cabin he/she can freely give them the cabin's items without the need of another search.

Jason can also search cabins for items at the risk of alerting the Counselors to his general whereabouts -- because he can continue moving, they can only guess at his exact location. Anytime Jason finds an extra weapon card he may immediately place it in the Cave Shrine. When any player finds a "Jason Lurks!" card while searching, refusing to take it is not an option. If Jason finds one, he must end his current movement in order for the "move again" to take effect. Counselors can also search non-cabin spaces for Jason: if Jason is on the same space when this happens, his location is revealed, but Jason gets to attack first! Special Spaces The Woods. The Counselor cannot move from a "Woods" space unless he/she rolls a 5 or 6. This roll is made for each move: if the roll fails, the Counselor gets lost and his/her turn ends. Jason can move freely through the Woods. The Lake. When a Counselor moves onto the Lake, his/her turn ends. Jason receives 1 extra combat die when fighting within 1 space of the Lake. Jason can move freely through the Lake as well. The Camp Center. The large triple-cabin by the Lake is the Camp Center: when a Counselor searches this cabin, he/she can view the contents of 1 cabin. Counselors cannot start the game here. Lit Fireplaces. Jason receives 1 less combat die (to a minimum of 1) and must reveal his location when he is within 1 space of a lit fireplace. The Cave. This space is searched like a cabin, but only if the Counselor has a Flashlight or Torch. Searching the Cave allows the Counselor to loot Jason's Cave Shrine, at the risk of angering the spirit of Mrs.

Voorhees: Jason draws an event card for each item taken from the shrine. ITEM CARDS All players can only carry 1 weapon card (marked with a "W") and 2 non-weapon cards. Counselors may freely trade items if they share a space. If a player ends up with more items than he/she can carry, he/she swaps out any desired items, then dumps the excess items in cabin(s) of his/her choice. A Large Cabin can hold up to 3 items; Small Cabins can only hold 1. Items cannot be stored in the Generator Cabin. Jason can only use weapon cards, though every item he has is an item the Counselors don't have. He can also move any items to or from the Cave Shrine regardless of his distance from the Cave, but the shrine only holds up to 2 items. Both Jason and the Counselors may drop any or all of their items in their current cabin, provided they are standing in the cabin, and that cabin isn't already fully stocked. Some item cards are "discarded" when used: when discarded, it is removed from the game and cannot be obtained again. FIGHTING JASON Combat begins whenever a revealed Jason shares a space with a Counselor. Jason always attacks first, unless the Counselor moves onto Jason's space while his location is already known. Unarmed players attack with 1 die and defend with 2 dice (Jason always adds 1 to his unarmed

result). These numbers change depending on the weapon card in a player's possession. The attacking player rolls his/her total attack dice: if any hits are rolled, the victim rolls his/her defense dice. For each unblocked hit the victim receives 1 wound. ATTACK = An attack roll of 4 through 6 counts as a hit. DEFENSE = A defense roll of 5 or 6 blocks 1 hit. The Counselor dies when he/she receives 2 wounds -- each time Jason kills a Counselor he may discard 1 wound or draw a new event card. Jason dies when he receives 6 wounds. If the attack is unsuccessful, the victim becomes the attacker and combat starts again. The fight goes back and forth until someone dies or runs away. Each time combat starts, the attacking player can flee instead of attacking: the fleeing player rolls a die and moves that many spaces away, but must surrender 1 item card of Jason's choosing. Special spaces still take effect: if something prevents him/her from fleeing, no item is surrendered and combat continues as normal. When a fight ends, so does the active player's turn. The game ends with the death of either Jason or the last Counselor. Team Battles If Jason enters combat with two Counselors on the same space, he can only attack one at a time, and only the targeted Counselor may fight back. However, both Counselors may roll defense and tally the results,

increasing their odds of survival. If one Counselor dies or flees, combat continues with the surviving Counselor -- turn order remains unchanged. CHEATERS Cheating spoils the fun and challenge of any game. If Jason is caught cheating, even by accident, the Counselors decide whether he discards all his event cards or dumps all his items into cabins of the Counselors' choosing.