SPOOKY GUIDE
NUMBER OF PLAYERS:

CHOOSE A NUMBER OF PLAYERS TO RANDOMLY DRAW ROLES.

GAME RULES

OBJECTIVE

EACH PLAYER IS ASSIGNED A UNIQUE ROLE (OR A COMBINATION OF ROLES DEPENDING ON THE NUMBER OF PARTICIPANTS). THE TEAM MUST WORK TOGETHER TO INVESTIGATE PARANORMAL PHENOMENA IN A HAUNTED LOCATION, IDENTIFY THE TYPE OF ENTITY, AND PROTECT THEIR TEAMMATES.

SETUP

ROLES ARE ASSIGNED RANDOMLY BASED ON THE NUMBER OF PLAYERS:

  • 4 PLAYERS: EACH PLAYER GETS A UNIQUE ROLE (PRIEST, CAMERAMAN, SCOUT, GEEK)
  • 3 PLAYERS: 3 UNIQUE ROLES ARE DRAWN FROM THOSE 4, AND THE EXCLUDED 4TH ROLE'S EQUIPMENT IS SPLIT BETWEEN THE 3 PLAYERS
  • 2 PLAYERS: EACH PLAYER GETS A UNIQUE ROLE (MEDIUM, TECHNICIAN)

GATHERING EVIDENCE

THE TEAM MUST IDENTIFY THE ENTITY BY GATHERING AT LEAST THREE DISTINCT PIECES OF EVIDENCE FROM THOSE AVAILABLE: AUDIO INTERACTION (SPIRIT BOX), GHOST WRITING (BOOK), EMF READINGS, FREEZING TEMPERATURE (THERMOMETER), ULTRAVIOLET TRACES (UV LIGHT), GHOST ORB (CAMERA), D.O.T.S PROJECTION.

ENTITY ATTACKS

ATTACKS ARE TRIGGERED WHEN THE PLAYERS' SANITY GETS LOW. PLAYERS CAN HIDE, USE A CRUCIFIX (PRIEST), OR FLEE TO SURVIVE. A PLAYER ELIMINATED BY THE ENTITY CAN NO LONGER HELP THE TEAM.

SANITY

IT DROPS PROGRESSIVELY AS PLAYERS ARE EXPOSED TO THE ENTITY (LIGHTS TURNING OFF, WHISPERS, ETC.). IF IT GETS TOO LOW, THE ENTITY BECOMES MORE AGGRESSIVE AND THE PLAYER IS MORE LIKELY TO BE ATTACKED. THE PRIEST (OR THE MEDIUM) CAN HAND OUT MEDICATION TO RESTORE IT.

END OF ROUND

THE ROUND ENDS WHEN THE TEAM HAS CORRECTLY IDENTIFIED THE ENTITY AND COMPLETED ITS SECONDARY OBJECTIVES, OR WHEN ALL PLAYERS ARE ELIMINATED.

WIN: ENTITY IDENTIFIED USING THE EVIDENCE, SECONDARY OBJECTIVES COMPLETED, AND AS MANY PLAYERS ALIVE AS POSSIBLE BY THE END.

LOSS: ALL PLAYERS ELIMINATED, OR NOT ENOUGH EVIDENCE TO IDENTIFY THE ENTITY.