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Version 1.3
With your recently rescued lover in tow, you now flee the minions of Hell, and the Devil himself.
The creature from the pit will own your lover’s soul unless you can reach the sanctity and safety
of Saint Joseph's Cathedral.
So shift your car into high gear and Drive Like Hell!
Object of the Game: To win the game you must reach the Saint Joes location without The Devil
reaching you, having your vehicle receive four points of damage or having a Fiend reach your
location.
Components:
● 18 identical cards (two sided)
Card Sides: One Side of the card is referred to as the ‘Drive’ card. The other side is referred to
as the ‘Hell’ card. See diagram below.
Setup Diagram (Note that areas have been highlighted to show which part of a card is
important in its current use. For example ‘Your Vehicle’ is represented by the car image at the
top of the card. You will not use any other part of that card during gameplay. When tracking
resources like Gas, Mojo and Damage, you will only use the numbers/icons as shown in the
diagram below.
Gameplay:
● Each turn:
○ Mojo Phase
■ Decide if you want to Focus Your Mojo on a different object. If you do, you
may move the tracking card up or down 1 space (if possible).
■ You may use the current object’s ability of the Artifact immediately (if
applicable) or wait for it to trigger in some cases. Use this effect once per
turn. Note: The Necklace’s effect may only be once per game.
■ Note: Some Object’s have a cost when they are used. An arrow with a
number will instruct you how to shift the Mojo tracker after using the
object. For example, when using the Relic you should shift the tracking
card down 2 spaces (back to the Necklace).
○ Chase Phase
■ Draw 3 cards from the bottom of the Chase Deck.
■ Place the cards to form a row from left to right.
● ‘Hell’ cards: For each ‘Hell’ card you should move The Devil
ahead 2 locations. If this would cause the Devil card to pass your
location or end at your location you lose the game and your soul!
Additionally:
○ If you draw 1 ‘Hell’ card:
■ Take 1 Damage to your vehicle.
■ Flip a Chase card in you just drew, in your discard
or deck from the ‘Drive’ side to the ‘Hell’ side. If you
cannot, you lose.
○ If you draw 2 ‘Hell’ cards:
■ Take 1 Damage to your vehicle.
■ Add Fiend: Take a ‘Drive’ card you just drew, in
your discard or from your deck from the, flip it to the
‘Hell’ side. If you cannot, you lose. If there is no
Fiend in play add this card as a Fiend to Saint Joe’s
location (If there is already a fiend in play add the
card to the discard). Place the card with the Devil
icon on Saint Joe’s. If there is already a Fiend in
play, instead move the Fiend 1 location towards
your vehicle’s location. If a Fiend reaches your
location, and you do not have a Silver Bullet as
your current object, you lose.
○ If you draw 3 ‘Hell’ cards:
■ Take 2 Damage to your vehicle.
■ Add Fiend: Take a ‘Drive’ card you just drew, in
your discard or from your deck from the, flip it to the
‘Hell’ side. If you cannot, you lose. If there is no
Fiend in play add this card as a Fiend to Saint Joe’s
location (If there is already a fiend in play add the
card to the discard). Place the card with the Devil
icon on Saint Joe’s. If there is already a Fiend in
play, instead move the Fiend 1 location towards
your vehicle’s location. If a Fiend reaches your
location, and you do not have a Silver Bullet as
your current object, you lose.
■ No matter the result, set aside the drawn cards into a discard pile.
These cards are not added back into the Chase deck until there are less
than 3 cards remaining in the deck or another game effect says to shuffle
the discard pile into the Chase deck.
Fiend Diagram: In the example below a Fiend has been added to Saint Joes. If a game effect
would cause a Fiend to be added later, instead just move the current Fiend towards you.
A note about Shuffling: For the sake of uncertainty and fun, try not to look at the cards in the
Chase deck as you are shuffling them. It’s ok to look at the top card of the deck after shuffling.
This little bit of information is gleaned from your lover’s feverish words as you race along the
dark night roads.
Icon Definitions:
Foretell (Eyeball): Look at the bottom card of the Chase deck for each Foretell icon you
receive this turn.
Damage (Burst): Your vehicle takes damage (tracked as shown in the diagram) from the
dark forces pursuing you.
Curse (Pentagram): Things are heating up! For each of these icons flip a ‘Drive’ card
from your Chase deck to a ‘Hell’ card then shuffle the deck. If you cannot do this, you lose the
game.
Keepsake (Necklace): The first time you would lose the game as a result of the Devil
reaching your location, ignore that effect and move ahead 1 location. Useable once per game.
Medical Kit (Cross Box): Restore 1 cards in your discard pile from ‘Hell’ card to ‘Drive’
card.
Relic (Hand): Restore 1 cards in your Chase deck from ‘Hell’ cards to ‘Drive’ cards.
Reshuffle the discard pile into the Chase Deck.
Holy Water (Bottle): Ignore the effect of a location that you move onto this turn.
Silver Bullet (Bullet): Discard a Fiend at a location that you move into this turn.
Shuffle (2 cards): Shuffle cards in your discard back into your deck.
Losing the Game: You lose the game if a Fiend or The Devil reach your location or your car
takes too much damage (reaching zero). If you cannot flip a card to the ‘Hell’ side when required
to do so you also lose.
Winning the Game: If you end your turn at the Saint Joes location you win!
/ /
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/ / / JOES / / / JOES / / / JOES
0 /
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MECHANIC / /
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MECHANIC / /
Psychic
MART CULT HOUSE Psychic
MART CULT HOUSE Psychic
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PUB / / PUB / / PUB / /
/ / / / / /
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MECHANIC / /
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MECHANIC / /
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MECHANIC / /
Psychic
MART CULT HOUSE Psychic
MART CULT HOUSE Psychic
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Mike's gas STATION Mike's gas STATION Mike's gas STATION
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PUB / / PUB / / PUB / /
/ / / / / /
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MECHANIC / /
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MECHANIC / /
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MECHANIC / /
Psychic
MART CULT HOUSE Psychic
MART CULT HOUSE Psychic
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/ / / / / /