0% found this document useful (0 votes)
73 views1 page

Reference Sheet

This document provides summaries of basic moves and phase trackers in Nightmare on Elm Street. 1) It outlines six basic moves - The Day Move, The Meddling Move, The Nostalgic Move, The Night Move, and Answer a Question - and summarizes their mechanics, outcomes, and effects. 2) It describes the four phases of play - Dawn, Day, Dusk, and Night. It lists the steps to be completed in order during each phase, such as resolving moves, discussing mysteries, and watching Odyssey tapes. 3) The Night phase has two possible tracks depending on whether an Odyssey tape is being viewed or not, with different sequencing of scene fram

Uploaded by

Jeremy M
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
73 views1 page

Reference Sheet

This document provides summaries of basic moves and phase trackers in Nightmare on Elm Street. 1) It outlines six basic moves - The Day Move, The Meddling Move, The Nostalgic Move, The Night Move, and Answer a Question - and summarizes their mechanics, outcomes, and effects. 2) It describes the four phases of play - Dawn, Day, Dusk, and Night. It lists the steps to be completed in order during each phase, such as resolving moves, discussing mysteries, and watching Odyssey tapes. 3) The Night phase has two possible tracks depending on whether an Odyssey tape is being viewed or not, with different sequencing of scene fram

Uploaded by

Jeremy M
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

REFERENCE SHEET

BASIC MOVES PHASE TRACKER


The Day Move The Meddling Move Dawn
When you do something risky or face When you search for a clue, conduct research, or Perform the following steps in order:
something you fear, name what you’re afraid otherwise gather information, describe how you’re doing 1. Collect Rewards if a Threat was resolved.
will happen if you fail or lose your nerve, then so and roll with an appropriate ability. 2. Answer Dawn questions.
roll with an appropriate ability. > On a hit, you find a Clue. The Keeper 3. Mark new elective Dawn questions (or leave either or both the same).
> On a 10+, you do what you will tell you what it is. 4. Resolve any moves that are resolved during the Dawn phase.
intended or you hold steady; > On a 7–9, there’s a complication—either
describe what it looks like. 5. Optional: Resolve any Key prompts that remain unresolved (players
with the Clue itself, or a complication
can choose to wait until a later time, unless this is the end of
> On a 7-9, the Keeper will tell you encounter while searching.
the session).
you how your actions would The Keeper will tell you what the
leave you vulnerable, and you complication is. Day
can choose to back down or go > On a 12+, you also find an Odyssey Tape Perform the following steps in order:
through with it. If you go OR you learn some unusual history about 1. The Keeper presents a new mystery if there are less than three
through with it, the Keeper Degoya County (Keeper’s choice). active mysteries.
describes what it looks like. 2. Regular scenes commence, and continue until the Keeper decides to
> On a 12+, you do what you move to the Dusk phase.
intended or you hold steady,
The Nostalgic Move
When you have an intimate moment with another Dusk
and the Keeper will tell you
Latchkey while one of you is waxing nostalgic about Perform the following steps in order:
some extra benefit or advantage
something that Takes You Back, you may each clear
you receive. Describe what it 1. Resolve any moves that are resolved during the Dusk phase.
an appropriate Condition. If you’re not the Latchkey
looks like. 2. The players collectively decide if they’re going to watch an
waxing nostalgic, you also stumble on a Clue relevant
to an active mystery. Tell the Keeper what it is. The Clue Odyssey tape; if they can’t come to a consensus, the Keeper decides.
The Night Move
cannot conclusively solve the mystery by itself. 3. The Latchkeys may attempt to Answer a Question.
When you do something risky or face
something you fear, name what you’re afraid 4. Each player says what their Latchkey will be doing during the
will happen if you fail or lose your nerve. The Answer a Question upcoming Night phase.
Keeper will tell you how it is worse than you When the Latchkeys have an open, freewheeling 5. Optional: Resolve any Key prompts that remain unresolved (players can
fear. You can choose to back down or go discussion about the answer to a Question once they choose to wait until a later time, unless this is the end of a session).
through with it. If you go through with it, roll have gathered a number of Clues equal to at least half 6. The Keeper introduces the Odyssey tape (if the players chose to
with an appropriate ability. the Question’s Complexity—and reach a consensus—roll watch one) by reading its opening text and assigning the prompts.
plus the number of Clues incorporated into the answer
> On a 10+, you do what you or otherwise explained away, minus the question’s
intended or you hold steady; Complexity.
describe what it looks like. Night (No Tape) Night (Tape)
> On a 10+, the answer is correct and an 1. Regular scenes Perform the following steps in order:
> On a 7-9, you do what you
Opportunity can be pursued. commence, and 1. A player resolves the first Odyssey tape prompt.
intended or you hold steady,
but there is a complication > On a 7-9, as above, but the Keeper will continue until 2. The Keeper frames up a scene for one or more
or cost; the Keeper describes add an unwelcome complication to the the Keeper Latchkeys; the scene is played out until each
what it looks like. answer and/or pursuing the Opportunity decides to move Latchkey who is a focus of the scene has had
will be more dangerous. to the Dawn a chance to take or resolve an action.
> On a 12+, you do what you
> On a miss, the answer is incorrect and phase. 3. Repeat Step 2 until each Latchkey has been
intended or you hold steady,
and the Keeper will tell you the Keeper reacts. the focus of a scene.
some extra benefit or advantage > On a 12+, the Big Man will appear 4. Repeat Steps 1 through 3 until there are
you receive. Describe what it while the Latchkeys are pursuing the no more Odyssey tape prompts, at which
looks like. Opportunity. point the Night phase immediately ends.

PUBLIC ACCESS

You might also like