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Terrified Remake Credits

We deeply thank the many talented artists who contributed to this fan project or allowed us to use their
art. None of the art used in any build should be sold in any way (other than by Chris for the mini-figs).

● Haddonfield map drawn by Natasha Petrovic. website: 1000DeadDraculas.com


● Villain art drawn by Nathan Thomas Milliner Website:
http://www.rebelrouserart.com/
● 3D resin printing by Chris Wade at https://www.etsy.com/shop/unB10
● 3D modeling designs by Claudio Cuello on Fiverr -
https://www.fiverr.com/v4/users/lancemcvay/orders/FO17348C11C3
● Photoshop work by Emerson Murray and Lance McVay
● New Monster mechanics and heroes by Emerson Murray, Piper Murray and
Lance McVay
● New hero character art by Erin Manzanilla (on Instagram: @erinmvanilla)
CHUCKY:

Start: Place Chucky on the board at the shop. Put Chucky’s vengeance token on his card.

Chucky’s Goal: Chucky wants to kill people but he won’t kill The Kid hero, unless The Kid
player attacks Chucky or finds The Kid at the Graveyard trying to perform the ritual (aka:
Chucky lands in the graveyard while the kid is there trying to destroy him (- not even sure if
that’s possible but...makes sense if it is - L Mc). He’s fine with killing other young heroes or kid
villagers. The assumption is The Kid was his first owner.

Power “!”: Move Chucky two spaces towards the player with the Vengeance Token. If nobody
has attacked Chucky and a player rolls a “!”... advance Chucky two spaces towards the closest
hero or villager (who is not The Kid).

Chucky’s Vengeance: Any hero can go into Chucky’s space and kill the doll with any RED
token. Chucky immediately returns to THE SHOP (To go into another doll). Whomever hit
Chucky last gets Chucky’s Vengeance Token. Chucky will always go after that player (just like
the Sign of the Wolf or Soul Stone in Horrified).

Advance: (Destroy Charles Lee Wray’s body and anchor his soul in Chucky). Step 1) Heroes
have to try to kill the doll. This only resets him to a new doll in the Toy Shop and triggers
Chucky’s Vengeance token. Step 2) Perform the ritual: To begin the Voodoo ritual to kill
Charle’s soul you need to dig up his body in the graveyard. You can play this easy or hard.
EASY: Place any three yellow tokens and the shovel in any order on his card.
HARD: (recommended) You can’t start the ritual until you get the shovel and dig up his
body first ...or… place the three yellows to perform the ritual and THEN do the shovel.
Either way, if you say you have to dig him up first or last it is significantly harder. (We
played once and NEVER got the damn shovel! Note: Mom & Dad can swap tokens on
the board. This is helpful here)

Defeat: (Make Chucky's body real!) Once players have performed the ritual, any player goes
into Chucky's space and hits him with 9+ RED tokens.

NOTE: If Chucky’s Vengeance token is not in play he will always move as any other monster,
towards the closest hero or villager in the same preference as in Horrified.
FREDDY KRUEGER:

Start: Place Freddy on the board at the High School (formerly The Inn). Place a coffin, yellow
token side up, at the following locations: Dungeon, Crypt, Cave, Graveyard.

Freddy’s Goal: Put people to sleep and kill them!

Power “!”: Everyone in Freddy’s space falls asleep.

When Freddy Attacks: Freddy can only kill sleeping people. The first time Freddy hits a hero
they fall asleep (put them on their side on the location where it happened). A token may NOT be
played to stop them from being put to sleep. A second strike while asleep will kill them (wake up
in the hospital next round). Once asleep tokens can ONLY be used to save a player from
Freddy’s attacks in Dream Land, not in the real world. A sleeping hero loses their action turn
and must immediately draw and play a monster card but... OTHER players may play perk cards
before the monster card is drawn but the sleeping hero cannot take ANY action. If a hero or a
villager is asleep they cannot be moved by a card or the nerd gamer. A hero can only be woken
up by an active hero in the location or a hero entering the location (via perk card). This does not
take an action (Villagers are too concerned with surviving to wake anyone up). A hero can wake
up any number of sleeping heroes or villagers in one location.

NOTE: Once the alarm clock has been played on Freddy and he is in the real world, he can no
longer put people to sleep and a strike roll on a die (“*”) is a hit like any monster. A token can
defend it.

ALSO: If Freddy is defeated and heroes and/or villagers are still asleep on the board, follow the
same rule; They stay asleep until a hero wakes them up by entering the space.

Advance: (Destroy Freddy Krueger’s scattered remains!) Move to the four locations of his
bones and play a YELLOW token of any number. Place the coffin, bones side up, on the space
on Freddy’s card corresponding to the location of the remains). HARDER PLAY: Pick a number
for the yellow tokens to destroy his remains (es” Play 5+ YELLOW tokens at each location to
destroy his remains).

Defeat: (Bring Freddy to the real world!) Whomever destroys the last of the bones gets the
alarm clock token. (This can be traded like a token). Go into Freddy’s space, that player must
allow Freddy to hit them to put them asleep, AND then get hit while asleep. They have to
survive this attack so they MUST have any token to sacrifice as defense. Once this is done they
awaken with Freddy in REAL and can be killed with 6+ RED tokens by anyone in his space. He
can no longer put people to sleep once he is in the real world.
GHOSTFACE:

Start: Place one Ghostface at The Mansion and one Ghostface at The Shop. Randomly place
the suspect pieces in the ovals on the card (Ghostface side up). (Note: we play with seven and I
bought an extra scarab set from the Horrified game to do this. You can do the same or play with
six). Place the Prescott Family Member Token on The Ghostface card.

Ghostface’s Goal: Frame murders on members of the Prescott family.

Power “!”: Move both Ghostface figures one square closer to the Prescott family member. (If
none yet, no action).

When Ghostface Attacks: A player who is successfully hit by Ghostface will awake in The
Precinct (not the hospital) - they’ve been framed! If both Ghostfaces are in spaces with players
or villagers the die roll affects BOTH spaces and Ghostfaces. Play hits before “!”. (Note: this
means if/when both Ghostfaces are in the same space, if Ghostface icon says he gets an
attack, they BOTH get the attack. ex: GF icon says he rolls 2 dice. If both figures are in the
same space, roll 2 dice, then roll ANOTHER two dice. Same goes for if both figures are in
separate spaces but each has a hero or villager with them.) If there is no PRescot family
member or the PFM is temporarily out of the game, Ghostface will advance to attack the closest
villager or hero.

Advance: Bring a BLUE or YELLOW token to The Precinct to help Dewey find the killers. Each
item (not the number) allows the player to turn over ONE suspect piece as an action. The player
can continue to flip pieces till they run out of actions.
• If the player turns over a purple character they did not find the killer and must re-mix ALL
the tokens into new spaces at the end of their turn.
• If a player turns over a red character they have identified a killer. THAT token remains
face up in that space from then on.
Once both killers are identified Ghostface can be defeated.

Defeat: (Kill one of the killers! The other will give up.) Once the players have identified both
killers, in either of Ghostface’s spaces, use 6+ RED tokens to defeat him. You only need to kill
one because once one is dead the other will give up and cry.

NOTE: If, during the game, both Ghostfaces end up traveling in the same spaces, that’s fine.
Follow the same rule. If a monster card says to move Ghostface, both figures move (same for
attacks). If two Ghostfaces are in a space the dice rolled affect both Ghostfaces. (ex: one hit “*”
is actually two, two is four, etc). Play all hits before “!” takes effect.
HERBERT WEST:

Start: Place Herbert at The Lab. Randomly choose Corpse Tokens (corpse side up) and place
one each at the Theater, Mansion, Graveyard, Laboratory, and the Institute. Choose a Monster
token not in play (ideally Chucky’s) and mark Herbert’s card with that token. He will activate in
that icon. Find the matching Event cards for that token and replace them with Herbert’s Event
cards.

Herbert West’s Goal: Herbert is paranoid his experiments will be discovered. Stalking those
who get too close, but NEVER killing… UNLESS someone discovers his secret.

Power “!”: Herbert drops a corpse in the current space. Then he moves 2 spaces closer to the
Hero holding his Elixir token.

Special: Herbert rolls for “Power” on every activation. Discard other results unless attacking
the Hero with the Elixir token

Advance: Place a RED, BLUE or YELLOW token at The Precinct onto the matching locations
on the Herbert West board (Theater, Mansion, Graveyard, Laboratory, Institute). The first Hero
to add evidence takes the Elixir token and becomes Herbert’s “kill” target.

Clear the Corpses! A hero must spend 1 Action to remove a corpse in the occupied
space. If a Villager enters or starts in a space with a corpse, flip the token. If the
reverse side shows a Zombie icon, the villager is killed and the zombie is removed.

Defeat: In Herbert West’s space, use 6+ RED tokens to defeat him.


JASON VOORHEES:

Start: Place Jason on the board at The Camp. Place Mrs. Voorhees (Villager) at The Camp

Jason’s Goal: KILL everyone, guard The Camp, and protect Mother. NOTE: If any player is at
the camp, Jason will forgo all attacks to get back to the camp.

Power “!”: Remove one of the weapons from his card and move Jason two spaces towards his
mother (unless she is out of the game).

When Jason Attacks..his mother also attacks: Any time Jason attacks Mrs Voorhees will
also attack anyone in her location using the same dice rolls made for Jason. (One roll of the
dice acts for both, don’t roll for each).

Mrs Voorhees is played as a regular villager in most cases, even if Jason is on the board. If she
is the closest to a monster the monster can move towards her (or she can be pulled towards the
barn). If she is killed by another monster (rather than a hero) her death counts against your
terror level. Jason will never attack Mrs Voorhees.

Advance: (Hit him with everything!) A player must go into Jason’s space and:
● Stab him (with one of the following tokens): fire poker, harpoon (spear gun), dart
or sword.
● Shoot him (with one of the following tokens): Pistol, shotgun, harpoon (Spear
gun).
● Burn him: With a torch token
One hit and Jason will be pushed back the number of spaces on the token the shortest distance
towards the Camp (even through water).

Defeat:

Mrs Voorhees: Can be defeated at any time, by moving into her space and hitting her with any
weapon listed on Jason’s card or taking her to the hospital (to get a perk card). Once defeated,
place Mrs Voorhees, lying down, on Jason’s card. Jason can only be defeated if his mother
is defeated.

Jason: Once Jason has been hit with every type of weapon he must be lured to the camp.
Once at the camp any player may hit him with any weapon listed on his card to defeat him. (Fire
poker, harpoon (spear gun), dart or sword, pistol, shotgun, or torch.

NOTE: When drawing monster cards, if a player draws the “gathering weapons” card for Jason
if there are an equal number of red tokens on multiple locations, he will go to whichever space
has the highest value red token (if a tie, players choose).
LEATHERFACE:

Start: Place Leatherface on the board at The Barn. Place the bones token on his monster card.

Leatherface’s Goal: Kill anyone who comes to the family farm (The Barn) and protect the
family. Leatherface will not leave the barn.

Power “!”: Move the closest villager or player three spaces towards the barn. (This applies
even if someone is already at the barn)

When Leatherface Attacks: A player who is successfully hit by Leatherface is out and will
wake up in the Hospital on their next turn.

Advance: (Kill the family! Prove they’re mass murderers.) At The Barn a player must kill the
family: (place the token on the map over the family member).

HARD WAY:
● Chef: (Guy in the top left): Any 4 RED tokens
● The Hitcher (guy in the center): Any 4 RED tokens
● Grandpa (Guy in the bottom left): Any 2 YELLOW tokens
● Grandma (Skelton in the bottom right): Any 2 BLUE tokens
NOTE: Placing any number of tokens on the monster card on a single family member is one
action. Tokens to defeat the family can be played one at a time (by one or more people) or all at
once. (Ex: one player moves to the barn and places a red token on a The Hitcher, then leaves.
Next round the Athlete moves 2 spaces to the barn (2 moves) and places 3 red tokens on the
Hitcher (3rd move), killing the hitcher, then one yellow on on Grandma (4th move), then leaves
one space (5th move).

EASY WAY:
● Chef: (Guy in the top left): 4+ RED token
● The Hitcher (guy in the center): 4+ RED token
● Grandpa (Guy in the bottom left): 2+ YELLOW token
● Grandma (Skelton in the bottom right): 2+ BLUE token

Defeat: Whomever the last player is to kill a family member gets the bones token. Take the
boes token to the precinct to get the police to raid the family farm to discover the grimm truth.
One only needs to be in the precinct with the bones to complete this task. No action is required
to palace it.

NOTE: Leatherface does not leave the Barn. Anytime a monster card shows a chainsaw
symbol, don’t move Leatherface for his movement, move whomever is closest to The Barn
(player or villager) that many spaces towards the Barn. If there is a player and a villager equal
distance from the Barn then the current player picks which one to move. If someone is already
in The Barn don’t move anyone else towards the Barn.

ALSO: “Helpful Local” cards are always in play in the game, even when Leatherface is not in
the game. If a “helpful “local” card is ever drawn, move the pieces accordingly. (...or not...but
that’s how we play. - LMc).

MICHAEL MYERS:

Start: Place Michael Myers on the board at The Institute. Place the Babysitter Token on
Michael’s card. Place the knife on Michael’s monster card (NOTE: this is NOT on the back of
the monster card image). Place Dr Loomis at the start position on Michael’s monster card.

Michael’s Goal: Kill the babysitter! Michael always moves towards The Babysitter (either the
player who is playing The Babysitter hero or who is chosen by a monster cards as The
Babysitter).

Power “!”: Move Michael one space closer to the Babysitter (If a babysitter has not been
chosen and nobody is playing The Babysitter hero, disregard) and move Dr Loomis one space
backwards on his journey to find Michael.

When Michael Attacks: A player who is successfully hit by Michael is out and will wake up in
the Hospital on their next turn.

Advance: (Get Dr Loomis to track down Michael before he kills again!) At The Hospital, discard
a YELLOW, RED or BLUE token to advance Dr Loomis to the next location on the map. Get Dr
Loomis to Michaels’s house.

Defeat: Whomever the last player is to move Dr Loomis to Michael’s House (the final YELLOW
X) gets the knife (NOTE: We purchased a small Clue game knife we keep on the mat for this.
You can use the link in my notes to buy something similar or make your own version another
way). The knife can be traded like a token. The babysitter must get the knife, move into
Michael’s location and use one YELLOW token, one RED token and one BLUE token (all at
once) to defeat him.

NOTE: If the knife becomes in play and is being traded around to get to the babysitter and
THEN Loomis is forced back out of Michael’s house, the knife stays in play where it was and
DOES NOT need to back on Mchael’s card. Looomis must return to Michael’s house before
Michael can be defeated.
PENNYWISE:

Start: Place Pennywise on the board at The River. Place the fear meter on Pennywise game
card at 13 on the Fear Meter.

Pennywise’s Goal: Make everyone afraid and make them float!

Power “!”: Pennywise’s Fear Meter goes up by the number of people in his space.

When Pennywise Attacks: A player who is successfully hit by Pennywise is out and will wake
up in the Hospital on their next turn.

Advance: EACH player must move into Pennywise’s location and discard a YELLOW, RED or
BLUE token of any amount to attack him. Pennywise Fear Meter will go down by ONE number
for each token regardless of the number. Pennywise will be pushed back the number of spaces
as the value of the token (even through water). Pennywise must move as far away from the
hero who hit them as he can on the board.

Defeat: Once Pennywise’s Fear Meter is a “No Fear”, any player may move into Pennywise’s
space and play any token to push him back the number of spaces as the value of the token until
he hits a water space. Once he hits the water space he is defeated.

NOTE: The Fear Meter must be at “no Fear” BEFORE the final “DEFEAT” blow can push him
into the water. (ex: His Fear Meter is at 1. A player steps into his space and plays a 5 RED
token. This still only pushes the Fear Meter to “no fear”. The NEXT hit will move him spaces into
the water.

ALSO: Hint: start attacking Pennywise QUICKLY! SInce you need to hit him 13 times it is easy
to run out of monster cards if you wait too long.

Hard Play: When a player hits Pennywise with a token, move him as far away from the hero as
possible...that is a water space. This is harder because the next hero to play can’t immediately
move in and hit Pennywise again… and continue to pinball Pennywise from player to player as
they hit him (Which IS more like the stories and films but... easier)
The Tall Man:

Start: Place The Tall Man at The Graveyard. Choose a Monster token not in play (ideally
Chucky’s) and mark Herbert’s card with that token. He will activate in that icon. Find the
matching Event cards for that token and replace them with Herbert’s Event cards.

The Tall Man’s Goal: The Tall Man is killing villagers and using their bodies to increase his
army of the dead.

Power “!”: Move The Tall Man 1 space closer to the nearest Villager/Hero. If the portal is
sealed move him 2 spaces towards the Graveyard.

Special:
• Villagers are ALWAYS pursued/attacked first. Heroes cannot protect/defend Villagers
from The Tall Man.
• “HE CAN’T BE KILLED!” In the Tall Man’s space, destroy his current form with any
RED token. A new Tall Man immediately appears through the portal in the Graveyard.

Advance: In one turn place 4+ BLUE tokens on BOTH posts at the Graveyard to seal the
portal. If the Tall Man reaches the Graveyard before being defeated, reopen the portal
discarding the previously used tokens.

Defeat: In the Tall Man’s space, use 9+ RED to defeat him.

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