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Full rulebook
Browse the manual or download the original PDFFull manual text available to read Open text
DON’T LET THE DIM LIGHT OF THE FULL MOON MISLEAD YOU.
TONIGHT DARK CITY IS SHADOW TERRITORY.
MONSTERS PROWL THE STREETS, CRAVING FOR BLOOD, AND THEY’LL DO ANYTHING TO KEEP THEIR HUNTING GROUNDS.
HUMANKIND HAS ITS GUARDIANS, HOWEVER FEW AND FAR BETWEEN, AND THEY FIGHT FOR THEIR LIVES WITH MATCHING FEROCITY.
WHO WILL SURVIVE ANOTHER SHOWDOWN ON THE GLOOMY STREETS OF DARK CITY?
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3
CONTENTS
Object ...............................................................4
Components ....................................................4
How to play .....................................................6
Setup ............................................................6
Game overview ..........................................6
Phase 1: Role Selection ..............................6
Devil .................................................9
Vampire ............................................10
Werewolf ..........................................10
Zombie .............................................11
Hunter ..............................................11
Priest ................................................12
Phase 2: Attack! ..........................................13
Phase 3: Withdrawal ..................................14
Phase 4: Resolution ....................................14
Devil ..................................................15
Vampire .............................................15
Werewolf ...........................................16
Zombie ..............................................16
Hunter ...............................................17
Priest .................................................17
Phase 5: Experience ...................................17
New round ..................................................18
Endgame .....................................................18
Breaking ties ...............................................18
Special cast and advanced roles ................. 7
Phase 1 with Death in play ..................... 7
Special roles and extra goals ...................... 8
Advanced Devil ...........................................9
Advanced Vampire and Werewolf ............. 10
Advanced Zombie .......................................11
Advanced Hunter ........................................12
Advanced Priest ..........................................12
Phase 2: Attack! — Particular cases ........... 13
Phase 3: Withdrawal — Particular cases ... 14
Phase 4: Advanced Devil ............................ 15
Phase 4: Advanced Vampire ....................... 16
Phase 4: Advanced Werewolf ..................... 16
Phase 4: Advanced Zombie ........................ 16
Phase 4: Advanced Hunter ......................... 17
Phase 5: Experience ....................................18
Special cast ..................................................19
Death ....................................................19
Angel .....................................................19
Alien .....................................................20
Necromancer ........................................21
Creature ................................................22
Mummy ................................................23
Demoniac .............................................23
Reporter ................................................24
Voodooist .............................................25
BASIC RULES EXPANSIONS
---
OBJECT
Survive a series of nightly encounters to achieve the
personal goals of one or multiple monsters/guardians,
then gather experience (xp) to meet one of the victory
conditions.
COMPONENTS
A main cast of 24 monsters
and guardians
(for the basic rules):
VAMPIRES
WEREWOLVES
BASIC
CARD
ADVANCED
CARD
ZOMBIES
DEVILS
ZOMBIES
DEVILS
8 BASIC CARDS, 8 ADVANCED CARDS
BASIC
CARD
ADVANCED
CARD
4 BASIC CARDS, 4 ADVANCED CARDS
HUNTERS
PRIESTS
4
---
and a special cast (expansions) with 10 more cards:
ALIEN
NECROMANCER
DEMONIAC
1 RULEBOOK
1 PAD OF JOURNAL SHEETS TO
REGISTER YOUR EXPERIENCE (XP)
DEATH
MUMMY
CREATURES
REPORTER
ANGEL
DEMONIAC
VOODOOIST
DEATH
1 PAD OF JOURNAL SHEETS TO
REGISTER YOUR EXPERIENCE
1 2 3 4
5
---
HOW TO PLAY
The rules presented below deal only with the 12 basic
monsters and guardians in the main cast. That’s the rec-
ommended setting for your first Dark City games. More
experienced players might enjoy variants that use the
advanced cards and the special cast; those are pre-
sented within blue sidebars throughout this rulebook.
Refer also to the “Special cast” section, p. 19.
We strongly recommend you read sidebars like
this only after you and your fellow players are well
acquainted with the game and its basic rules.
SETUP
Each player gets a journal sheet, then fill in the first
experience dot for one—and only one—role at his or
her choice (free xp). Make sure you have enough pens
or pencils nearby, so you all can jot down your experi-
ence points and take notes during play.
Either the player who has been a role-playing Game
Master the longest or the player who owns Dark City
will be Dark City’s Mayor—the master of ceremony
who runs the game from beginning to end. The Mayor
should always be the same person throughout play to
ensure a fun and well-paced game.
GAME OVERVIEW
The game breaks down into a series of rounds. Each
round stands for a night of deadly encounters involving
monsters and guardians on Dark City’s streets. It covers
five phases, presented here in order:
Phase 1: Role Selection. You select which monster or
guardian you’re playing in the next encounter.
Phase 2: Attack! You choose your target(s) and attack.
Phase 3: Withdrawal. You get a chance to withdraw
your attack.
Phase 4: Resolution. Attacks are resolved in initiative
order.
Phase 5: Experience. If you have achieved the goals of
your role, then you’re awarded 1 experience point.
PHASE 1: ROLE SELECTION
You select which role you’re playing in the encounter
that is about to take place.
As the active player, you gather all 12 basic cards of the
main cast into a deck and shuffle them. Now you randomly
discard 3 cards, which remain face down on the table. You
secretly look at the 9 remaining cards and choose a mon-
ster or guardian for yourself, placing the selected card face
down right before you. Then you hand the deck with the
remaining cards to the player on your left.
Each remaining player chooses his or her role in the
same way and hand down the deck clockwise. The last
player to choose a role may either keep one of the cards
he or she has been handed down or—if none of those
strikes his or her fancy—randomly pick one of the three
face-down cards in the center of the table.
We strongly recommend you read sidebars like
this only after you and your fellow players are well
acquainted with the game and its basic rules.
---
7
Once the roles have been chosen, the remaining
cards are laid face-down on the table without anyone
seeing them.
In the very first round, the Mayor is also the active
player. In the second round, the active player will be the
one immediately to the left of the Mayor. In the third
round, the active player will be the one immediately to
the left of the previous one, and so on. Play always pro-
ceeds clockwise.
SPECIAL CAST AND
ADVANCED ROLES
You might want to try a few new roles and put
into play some cards from the special cast. Before
the very first round, though, your deck should
include:
• some or all of the advanced cards from the main
cast;
• some cards from the special cast.
You may replace a few main roles with special
roles if your group includes 6 players, or you may
add special roles to the main deck if your group
includes 7 or 8 players. Either way, you should
record any changes on your journal sheet, then
pick one of the roles to get the free
XP (see next
figure).
RULES AND RECOMMENDATIONS
• There are a few rules and recommendations
you should be aware of as you play Dark City’s
special cast.
• There must be 6 or more players at the table.
• You can’t have more than 14 cards in your deck.
• You can’t have more than 8 roles on your journal
sheet.
• You shouldn’t add two
guardians at once.
• If you want the Creature in,
then both Creature cards
must be in play. Make sure
the deck won’t end up with
more than 14 cards as you
include the Creatures.
• For every Mummy or Voo-
dooist you add to the
deck, you have to remove a Priest
card. If both the Mummy and the Voodooist are in
play, then both Priests must be removed, and you
should write either “Mummy” or “Voodooist” over
the Priest symbol
on your journal sheet. Then
you may add an extra special role to the last slot of
your journal sheet (see next figure).
You shouldn’t add two
If you want the Creature in,
deck, you have to remove a Priest
1 2 3 4
1 2 3 4
PHASE 1 WITH DEATH IN PLAY
The active player places the Death card face-up
in the center of the table, next to the three cards
that have been randomly taken from the deck.
More details under “Death,” p. 19.
7
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8
ROLES
Monsters from the main cast include the Devil, the Vampire, the Werewolf, and the Zombie. The guardians are the Hunter and the Priest.
Each role follows the same presentation format (see next figure):
ROLE NAME AND SYMBOL
Initiative. A number that stands for your role’s position in the attack resolution sequence in Phase 4. The lower your initiative, the quicker your attacks are resolved.
Class. It shows whether you’re a monster or a guardian.
Goals. One or more goals you must achieve so you can gather experience (xp) in your chosen role.
Gesture. A signature gesture that identifies your chosen role and usually shows unequivocally who’s attacking whom during Phase 2.
The illustration for your role’s gesture also shows its gender identity—neutrois, feminine or masculine.
Traits. A monster’s or guardian’s features and specific combat abilities.
Combat Panel. It tells you what happens whenever your monster or guardian attacks certain roles, and what happens when some roles attack your monster or guardian.
As a rule, monsters and guardians may choose one target only, they can attack any other role—regardless of where its player is sitting—and their successful attacks kill targets instantly. However, there are exceptions to that general rule, and those are the extraordinary circumstances that usually show up in the Combat Panel.
Text. Other useful information about your monster or guardian.
Initiative
Class
Goals
Gesture and gender identity (feminine)
Traits
Combat Panel
Initiative
Class
Gesture and gender identity (feminine)
Combat Panel
SPECIAL ROLES AND EXTRA GOALS
Monsters in the special cast include the Alien, the Necromancer, the Creature, and the Mummy.
Special guardians include the Angel, the Demoniac, the Reporter, and the Voodooist.
Death is neither a monster nor a guardian. Death is “the undiscover’d country from whose bourn no traveller returns,” and yadda-yadda-yadda...
The special cast is presented in the “Special cast” section of this rulebook, p. 19.
Some advanced versions of monsters or guardians have two different sets of objectives: core goals and extra goals.
Extra goals
Core goals
(neutrois)
(masculine)
8
---
In each card’s Combat Panel, the blue color tells you what happens when you—the actor who plays the card’s role—attack another character. The red color shows what happens when you’re attacked by the role indicated by the symbol.
For instance, the Hunter’s Combat Panel is:
That panel tells us that:
• a Hunter can’t see the real Devil, so nothing happens to a Devil who’s attacked by a Hunter;
• a Hunter won’t get any xp at all if he or she attacks another guardian;
• a Hunter is immune to another Hunter’s attacks;
• a Hunter is immune to a Werewolf’s attack.
ness cannot be killed by a Vampire, a Zombie, a Hunter, or a Priest (who doesn’t attack at all, by the way).
Devils happen to be great illusionists, and they hardly are where people think they are. Therefore, in Phase 2: Attack! (p. 13), a Devil’s player attacks someone else by making the signature gesture of any other monster or guardian. If mimicking a Vampire, you make the bloodsucker’s gesture, aiming it at another player. Beware, though: when mimicking a Hunter, you have to pick two different targets. If you are a Devil and you choose to impersonate a Zombie, you must attack the player immediately to your left or right.
You should only disclose your true identity as a Devil in Phase 4: Resolution (p. 14), as the Mayor calls the Devil out. Only then you’ll make the Devil’s signature gesture.
DEVIL
Initiative: 1.
Class: Monster.
Goals: Survive and make a monster or guardian withdraw one of his or her attacks (see Phase 3: Withdrawal, p. 14).
Gesture: Make both your hands into fists, drawing out your index fingers. Now, raise your fists to the sides of your forehead.
Gender identities: Both masculine and feminine.
Traits: An shows that a Devil’s attack is but an illusion, so you can’t kill monsters or guardians when you play a Devil, although you still manage to affect and deceive your target (see text below).
Combat Panel: Only a Werewolf’s attack can kill a Devil. When attacking as a Devil, you can affect any other role, including another Devil. The Prince of Dark-
ADVANCED DEVIL
In addition to the core goals of surviving and making someone else withdraw, this version of the Devil has extra goals when the Angel, or the Demoniac, or both are in play:
• survive and damn a soul to Hell.
As the Devil, if you attack the Angel or the Demoniac with the signature gesture of the monster/guardian you’re impersonating, then as you reveal your-self during Phase 4: Resolution you’ll drag your target down to the everlasting flames of the Pit. Regarding other roles, the Devil’s
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10
VAMPIRE
Initiative: 2.
Class: Monster.
Goals: Survive and kill a monster or guardian.
Gesture: You start with all your fingers spread open.
Curl in your ring-finger and little finger, and hold them
down with your thumb. Reach out with your arm, aim-
ing your hand at your target, with your palm facing
down. Now, bend down the tips of your forefinger and
middle finger.
Gender identities: Both masculine and feminine.
Traits: A single attack aimed at any player around the
table.
Combat Panel: Vampires are effective predators who
pose a serious threat to most monsters and guardians.
However, since Vampires can’t see the real Devil, they
cannot kill him. And since they don’t cope well with a
true believer’s faith, they can’t kill a Priest either. By the
way, a Vampire’s aversion to crosses and holy water gets
him or her killed when he or she attacks a Priest!
WEREWOLF
Initiative: 3.
Class: Monster.
Goals: Survive and kill a monster or guardian.
Gesture: You start with all your fingers spread open,
then bend their tips in. Reach out with your arm, spin-
ning your wrist up, and aim your “claw” at your target.
Gender identities: Both masculine and feminine.
Traits: A single attack aimed at any player around the
table.
Combat Panel: A Werewolf’s attack won’t kill a
Hunter, because the guardian’s crossbow bolts have sil-
ver tips, and silver is the traditional bane of the half-
wolves. And that’s why the Combat Panel informs that,
if you’re a Werewolf and you attack a Hunter, you are
the one who gets killed.
Thanks to their heightened senses, Werewolves can
smell a real Devil’s hellish reek, and so Werewolves are the
only children of the night in the basic deck who are able to
kill a Devil. No monster or guardian, except the Hunter,
has any particular immunity to a Werewolf’s attack.
ADVANCED VAMPIRE
AND WEREWOLF
Basic and advanced versions of Vampires and
Werewolves are one and the same. Those mon-
sters are killing machines on their own merit, and
they don’t need any more firepower.
attack remains deceptive: it still affects your
target in an attempt to make him or her with-
draw, but it doesn’t damn nor kill him/her.
Even if you manage to achieve the Devil’s
core goals and extra goals in a single round,
you’ll get only 1 XP for your troubles.
Other special rules:
• A Devil is killed instantly when attacked by
the Angel.
• A Devil can’t impersonate the Necromancer
or the Creature.
10
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ZOMBIE
Initiative: 4.
Class: Monster.
Goals: Survive and kill a monster or guardian.
Gesture: Choose a target immediately to your left or right. Cross your left or right forearm over your chest, depending on where your target is. Spin your wrist, pointing your hand down. Now, tilt your head sideways towards your target.
Gender identities: Both masculine and feminine.
Traits: Zombies are morose and stealthy creatures, but dangerous none the less. As the Zombie’s player, you make his or her signature gesture in Phase 2, aiming at another player immediately to your left or right. However, in Phase 4, as soon as the Mayor calls the Zombie out, you get to choose between keeping your original target or shifting your aim to the player on your other side. For instance, if you picked the player on your right as a target, you can shift your aim to the player on your left as the Mayor calls you out during Resolution.
Combat Panel: A Zombie’s attack won’t kill a Devil. Zombies are cannibals in more than one sense; if you’re a Zombie and the player on either side of you is also a Zombie, then both of you are killed in Phase 4, provided that neither of you withdrew nor got killed before that and regardless of whom you attacked. Dry-aged brains must be really scrumdeadlyumptious...
ADVANCED ZOMBIE
A Zombie is usually able to kill any other monster or guardian except a Devil. The Necromancer, however, is the supreme master of the dark arts which turn corpses into rotting, mindless servants, and so a Zombie can’t kill the Necromancer.
HUNTER
Initiative: 5.
Class: Guardian.
Goals: Survive and kill at least one monster.
Gesture: Make both your hands into fists, leaving your index fingers drawn out. Reach out with both your arms and aim at two different targets.
Gender identities: Both masculine and feminine.
Traits: Hunters see themselves as humankind’s last resort and they plunge into battle ready for anything. If you choose the Hunter as your role, you must aim at a different target with each hand when making the Hunter’s signature gesture in Phase 2: Attack!. In Phase 3, you may withdraw only one of your
Make both your hands into fists, leaving your index fingers drawn out. Reach out with both your arms and aim at two different targets.
Gender identities: Both masculine and feminine.
Traits: Hunters see themselves as humankind’s last resort and they plunge into battle ready for anything. If you choose the Hunter as your role, you must aim at a different target with each hand when making the Hunter’s signature gesture in Phase. In Phase 3, you may withdraw only one of your
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12
ADVANCED HUNTER
This new enhanced Hunter now is able to aim
both his or her attacks at a single target if her
or she feels like it. It’s usually a good idea to do
so when the Mummy or the Creature is in play.
The Angel is another guardian with unearthly
reflexes who is immune to a Hunter’s attacks,
but the Demoniac, the Reporter, and the Voodoo-
ist will have the same unhappy fate as a Priest
who is hit by a deadly bolt. As usual, if you kill
another guardian when you play a Hunter, you
won’t get any XP.
attacks or both of them, at your discretion (see Phase 3:
Withdrawal, p. 14).
Combat Panel: A Hunter’s attacks won’t kill a
Devil or another Hunter. However—there’s always a
catch—Priests don’t have the infernal powers of illu-
sion or a fighter’s dexterity to dodge a lethal dart. As
a Hunter, if you kill a Priest, you won’t get any expe-
rience—after all, you have just wiped out another
guardian, and recklessness cannot be rewarded.
Thanks to the silver-tipped bolts of your Hunter’s
crossbow, you’ll get an attacking Werewolf killed by
reflex, even when said Werewolf wasn’t your chosen
target in Phase 2 (and you might have achieved some
of your goals just by being attacked!).
ADVANCED PRIEST
In addition to being immune to Vampires,
Priests can’t get killed by the Angel. A Hunter’s
attack can kill a Priest, but the attacking Hunter
won’t get any XP if he or she does so.
A Priest ignores a Creature’s “proposal” and its
effects, especially the one which prevents the—
er, suitor from withdrawing. However, if the tying
of the knot between a Creature and a monster or
guardian is inevitable, then your Priest might as
well officiate the wedding.
PRIEST
Initiative: .
During Phase 4: Resolution, Priests aren’t called out
by the Mayor. Their predicament resolves as they are
killed, or as it becomes evident that they have survived
another dreadful night in Dark City.
Class: Guardian.
Goal: Survive.
Gesture: Bring your palms and fingers close together,
raising them up to your chest.
Gender identities: Both masculine and feminine.
Traits: A Priest never attacks.
Combat Panel: A Priest isn’t killed when he or she is
attacked by a Vampire—it’s the attacking Vampire who
kicks the bucket.
Pray to survive—literally.
12
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13
Amusing variants of the Mayor’s count can make for a livelier game.
Instead of placing your palms down on the table, try starting Phase 2: Attack! with your hands up, shoulder-high. Matching the Mayor’s moves, you all bang your hands on the table top at each step of the counting: 1, 2, and 3.
Alternatively, in addition to making your signature gesture on the “go” part of the counting, you may also shout out a phrase or battle cry to help bring your character to life.
There is no lack of options, and you can come up with your own calls. A few suggestions:
Devil: (Duh, Old Nick, giving yourself away?!)
Vampire: “Juicebox!”
Werewolf: “Fresh meat!”
Zombie: “Yummmmmy!”
Hunter: “Owned, punk!”
Priest: “Get thee behind me!”
PHASE 2: ATTACK!
You pick your target(s) and attack by making your chosen monster’s or guardian’s signature gesture.
Each player starts this phase with both palms down on the table. The Mayor counts “1, 2, 3, go!”.
On the “go”, you make the distinctive gesture of the role you’ve selected (see “Roles,” p. 8), aiming at your chosen target(s).
Particular cases:
• Monsters and guardians who never attack, such as the Priest, don’t aim at all.
• Instead of making their signature gesture in this phase, Devils attack by making any other monster’s or guardian’s gesture.
• Hunters aim at two different targets.
• Zombies can only aim at the player sitting on their immediate left or right.
The Mayor’s count proceeds at the same pace from round to round. If the Mayor tries to deceive the other players—by changing rhythm, skipping numbers, extending the pause between “3” and “go”, and so on—and benefit from their hesitation somehow, the group might feel at ease to oust him or her from office and elect a new Mayor.
You should make quite clear whom you’re attacking and, unless you have picked a role with zero or two attacks, you must use only one arm and one hand to make your gesture. To avoid ambiguity and quarrels, you should stretch out your arms as much as possible and point preferably to the target player’s chest. Refer to each role’s gesture description and illustration for details.
PHASE 2: ATTACK!
PARTICULAR CASES
• A Devil cannot impersonate the Necromancer or the Creature.
• A Hunter may either aim at two different targets or focus both his/her attacks on a single target.
• The Alien and the Voodooist target a role instead of a single monster or guardian.
• A Creature targets the player on his/her left or right with a wedding proposal.
• The Necromancer targets both players on each side of him with simultaneous “raise dead” spells.
• The Mummy and the Demoniac never attack.
• The Reporter aims his camera at two different targets.
PHASE 2: ATTACK!
PARTICULAR CASES
• A Devil cannot impersonate the Necromancer or the Creature.
• A Hunter may either aim at two different targets or focus both his/her attacks on a single target.
• The Alien and the Voodooist target a role instead of a single monster or guardian.
• A Creature targets the player on his/her left or right with a wedding proposal.
• The Necromancer targets both players on each side of him with simultaneous “raise dead” spells.
• The Mummy and the Demoniac never attack.
• The Reporter aims his camera at two different targets.
13
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14
PHASE 3: WITHDRAWAL
You get a chance to withdraw an attack in order to
prevent other players from gaining experience.
Now that everyone is making one gesture or another,
the Mayor gives the players a few seconds to take in the
scene and check out who is attacking whom. Then the
Mayor starts this phase by asking “Who wants to with-
draw?,” and once again counts “1, 2, 3, go!”
On the “go”, if you feel you should withdraw, you
must bring your hands down, touching the table with
your palms. Your monster or guardian has effectively
run away from the encounter and it’s no longer present.
Particular cases:
• As a Hunter, you may choose either to give up
completely, bringing both your hands down, or to
withdraw only one of your attacks by putting just
one of your hands on the table. If you withdraw
only one of your attacks, your Hunter remains a
legal target in the present encounter.
If you give up completely and turn tail, you aren’t
awarded any experience in Phase 5 (p. 17). However,
since your monster or guardian is no longer a legal tar-
get, you can still prevent another player from achieving
the goal of killing someone. Withdrawing is usually a
good idea when you realize there’s no way you can score
by the end of the round. You might want to remember,
though, that one of the Devil’s goals is precisely to make
a monster or guardian withdraw an attack.
PHASE 3: WITHDRAWAL
PARTICULAR CASES
Creatures grab their victim—er, suitor, and
holds him or her close so he or she won’t run
away. That means the target of a Creature can’t
withdraw from an encounter during this phase
.
PHASE 4: RESOLUTION
In this phase, attacks are resolved in initiative order.
It’s time to check who achieved their character’s
goals. The Mayor calls out monsters and guardians one
at a time, following the initiative order from the lowest
to the highest number. An asterisk (*) is resolved when
it’s most convenient.
Both Angel and Devil take action at initiative 1,
but the Angel’s attack is quicker and more deadly
than the Devil’s. That’s why the Angel has an ini-
tiative of 1+. If Angel and Devil attack each other,
then the divine warrior kills the Devil before the
prince of darkness has a chance to say “holy
mackerel...”
So the Angel won’t be damned to Hell if they
manage to kill the fiend first.
If a Hunter forgoes one of his or her attacks (but not the
other one he or she is entitled to) as he or she goes for
your Devil disguised as a Priest, you still achieve your
goal of making someone withdraw. Passing yourself off
as a Zombie, you’ll only gain experience as a Devil at a
withdrawing Zombie’s expense if, during Phase 2: Attack!,
you specifically aimed your Zombie gesture at that
player.
As long as one of the withdrawing requirements
is clearly met, you’ll achieve your goal
as a Devil. The withdrawing player
may pointlessly argue he or she ran
away from the encounter because
of another monster’s or guardian’s
actions, and not yours, but at the
end of the day that experience
goal of making someone withdraw. Passing yourself off
as a Zombie, you’ll only gain experience as a Devil at a
withdrawing Zombie’s expense if, during Phase 2: Attack!,
you specifically aimed your Zombie gesture at that
As long as one of the withdrawing requirements
is clearly met, you’ll achieve your goal
as a Devil. The withdrawing player
may pointlessly argue he or she ran
away from the encounter because
of another monster’s or guardian’s
actions, and not yours, but at the
end of the day that experience
14
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15
1
DEVIL
When the Devil is called out, you—as the Devil’s player—
reveal yourself by shifting from any gesture you have been
making to the infernal creature’s signature gesture.
If you’re playing the basic deck, then everyone who
targeted the Devil and isn’t a Werewolf misses that (and
only that) attack.
As a Devil, you have two goals: survive and make a
monster or guardian withdraw an attack.
You’ll achieve the Devil’s goal of making a monster
or guardian withdraw by meeting one of the following
requirements:
• the withdrawing party is a player targeted by your
Devil while you pretended to be a Vampire, a
Werewolf, a Zombie or a Hunter (and the with-
drawing player may be a Devil too);
• the withdrawing party is a Vampire or Hunter who
targeted your Devil while you passed yourself off
as a Priest;
• the withdrawing party is a Werewolf who targeted
your Devil while you posed as a Hunter.
You’ll achieve your goal of surviving if, by the end of
the initiative order, after all roles have been called out:
• your Devil wasn’t killed by a Werewolf’s attack.
2
VAMPIRE
As a Vampire, you have two goals: survive and kill a
monster or guardian.
You’ll achieve your goal of killing someone if you’ve
attacked a target who meets all of the following require-
ments:
• a non-withdrawing player;
• a Vampire, Werewolf, Zombie or Hunter, provided
he or she was still alive as you attacked him or her.
You’ll achieve your goal of surviving if, by the end of
the initiative order, after all roles have been called out:
• your Vampire wasn’t killed by any monster’s or
guardian’s attack;
• and you didn’t attack a Priest.
1
ADVANCED DEVIL
As the Devil, you’ll also achieve your core goal
of making a monster or guardian withdraw when:
• the withdrawing party is a player targeted by your
Devil while you pretended to be the Angel, the
Alien, or the Reporter, or
• the withdrawing party is a monster or guardian
who targeted your Devil while you passed yourself
off as the Mummy, or
• the withdrawing party is a Hunter who targeted your
Devil while you impersonated the Reporter, the Demo-
niac, or the Voodooist.
You’ll achieve your extra goal of damning a soul to
Hell if you’ve attacked a target who meets all of the
following requirements:
• a non-withdrawing player;
• the Angel, provided they were still alive as you
attacked them; or the Demoniac, provided she
was still alive and hadn’t been exorcised (see
“Angel”, p. 19) as you attacked her.
As the Devil, even if you achieve both your core
goals and extra goals in a single round, you’ll get
only 1
XP for your troubles.
You’ll achieve your goal of surviving if, by the
end of the initiative order, after all roles have been
called out:
• your Devil wasn’t killed by a Werewolf’s or Angel’s
attack.
15
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16
4
ZOMBIE
When the Zombie is called out, you—as the Zombie’s player—decide whether to keep the target you chose in Phase 2 or to shift your aim to another target. In other words, you define once and for all whether your victim is the player to your left or the player to your right.
As a Zombie, you have two goals: survive and kill a monster or guardian.
You’ll achieve your goal of killing someone if you’ve attacked a target who meets all of the following requirements:
• a non-withdrawing player;
• a Vampire, Werewolf, Hunter or Priest, provided he or she was still alive as you attacked him or her.
You’ll achieve the goal of surviving if:
• you aren’t sitting immediately to the left or right of another Zombie—who, by the way, hadn’t previously withdrawn or been killed—when the Mayor calls the Zombie out;
• by the end of the initiative order, after all roles have been called out, you weren’t killed by any monster’s or guardian’s attack.
4
ADVANCED ZOMBIE
As a Zombie, you’ll also achieve your goal of killing someone if you’ve attacked a target who meets all of the following requirements:
• a non-withdrawing player;
• the Angel, the Alien, the Reporter, the Demoniac, or the Voodooist, provided they were still alive as you attacked them; or the awakened Mummy; or a wounded Creature.
2
ADVANCED VAMPIRE
As a Vampire, you’ll also achieve your goal of killing someone if you’ve attacked a target who meets all of the following requirements:
• a non-withdrawing player;
• the Angel, the Alien, the Necromancer, the Reporter, the Demoniac, or the Voodooist, provided they were still alive as you attacked them; or the awakened Mummy; or a wounded Creature.
3
WEREWOLF
As a Werewolf, you have two goals: survive and kill a monster or guardian.
You’ll achieve your goal of killing someone if you’ve attacked a target who meets all of the following requirements:
• a non-withdrawing player;
• a Devil, Vampire, Werewolf, Zombie, or Priest, provided he or she was still alive as you attacked him or her.
You’ll achieve your goal of surviving if, by the end of the initiative order, after all roles have been called out:
• your Werewolf wasn’t killed by any monster’s or guardian’s attack;
• your Werewolf didn’t attack a Hunter.
3
ADVANCED WEREWOLF
As a Werewolf, you’ll also achieve your goal of killing someone if you’ve attacked a target who meets all of the following requirements:
• a non-withdrawing player;
• the Angel, the Alien, the Necromancer, the Reporter, the Demoniac, or the Voodooist, provided they were still alive as you attacked them; or the awakened Mummy; or a wounded Creature.
16
---
17
5
HUNTER
As a Hunter, you have two goals: survive and kill at least one monster.
You’ll achieve your goal of killing a monster if:
• with at least one of your attacks, you hit a) a non-withdrawing player; and b) a Vampire, Werewolf, or Zombie, provided he or she was still alive as you attacked him or her;
• or you were attacked by a Werewolf who was still alive when the Hunter was called out by the Mayor.
However, even if you survived and killed a monster with one of your attacks, you won’t be awarded 1 experience point (xp) as a Hunter if you also killed a Priest.
Your Hunter won’t gain additional xp for wiping out two monsters at once.
You’ll achieve your goal of surviving if, by the end of the initiative order, after all roles have been called out:
• you weren’t killed by any monster’s attack.
Remember that Hunters who target one another aren’t killed by their attacks. Provided that no one else attacks them, they both survive.
5
ADVANCED HUNTER
As a Hunter, you’ll also achieve your goal of killing a monster if:
• with at least one of your attacks, you hit a) a non-withdrawing player; and b) the Alien or the Necromancer, provided they were still alive as you attacked them; or the awakened Mummy; or a wounded Creature;
• you’ve focused both of your attacks on a) a non-withdrawing player; b) the Mummy or a Creature, provided they are still alive.
*
PRIEST
As a Priest, your one and only goal is to survive, and you will achieve that goal if, by the end of the initiative order, after all roles have been called out:
• you weren’t killed by any monster’s or guardian’s attack.
PHASE 5: EXPERIENCE
In this phase, you write down on your journal the experience you might have been awarded. Enough experience points eventually lead to victory.
If you achieved all of your chosen role’s goals, you are awarded 1 experience point (xp) at the end of the encounter. Record that information on your journal sheet. Simply fill in the dots.
The initiative order arranges encounters chronologically. If a Vampire (initiative 2) attacked and killed a Werewolf (initiative 3), that Werewolf won’t be alive and kicking to wipe out his chosen target when his turn comes. If a Zombie (initiative 4) takes down a monster targeted also by the Hunter (initiative 5), that Hunter’s attack will be forfeit when she is called out, since the Hunter won’t have a legal target anymore.
If two monsters or guardians with identical initiative numbers attack the same legal target, assume the victim is killed by both of them simultaneously.
If two monsters or guardians with identical initiative numbers target one another, consider they both survived long enough to make their attacks; they might be both dead before the Mayor calls out the next role in the initiative order.
In this phase, you write down on your journal the experience you might have been awarded. Enough experience points even-
If you achieved all of your cho-
1 2 3 4
17
---
BREAKING TIES
If two or more players meet a victory condition at the end of the same round, the player who gathered the most experience wins. If the tie persists, the player who gathered experience in the highest number of different roles wins. If the tie still persists, all the players who met a victory condition share the laurels of triumph.
in the line that corresponds to the role you have just nailed, one dot per xp.
For example, in the first round, if you achieved the Zombie’s goal, you fill in the first dot of the Zombie’s line on your journal. In the second round, if you achieve the Zombie’s goal again, simply fill in the second dot for that monster. If you achieved the Priest’s goal instead, you have to fill in the first dot in the line that corresponds to that guardian.
Keep your journal sheet on the table and in plain view of other players at all times.
PHASE 5: EXPERIENCE
The Alien is the only role who may provide a player with 2 experience points at once. They have only to abduct two monsters or guardians of a kind in a single round. For instance, two Vampires or two Hunters.
NEW ROUND
In the beginning of a new round, the active player is the one sitting immediately to the left of the player who had started the recently finished round. And so you are all back to Phase 1: Role Selection (p. 6).
ENDGAME
The game is over at the end of the round in which one or more players meet at least one of the victory conditions.
Victory conditions:
• earning at least 1 xp in six of the available roles;
• scoring a total of 8 xp, regardless of roles;
• gathering 2 xp in three different roles;
• gaining 4 xp in one role only.
1 2 3 4
1 2 3 4
1 2 3 4
1 2 3 4
---
19
SPECIAL CAST
Each character in the special cast is a mini-expansion
for Dark City. You can use them to bring forth a brand-
new gaming experience, but we strongly recommend you
draw upon the special cast only when there are 6 or more
players at the table.
This section presents each role in the special cast, fol-
lowing the same format we’ve already used to introduce
you the main cast. You’ll find more information on how
to include these roles in the game in “Special cast and
advanced roles,” p. 7.
DEATH
Death is neither a monster nor a guardian. It’s a dread-
ful personification of the threshold that every dweller of
Dark City must cross to reach the Other World. Its fig-
ure hovers ominously above the town, eager to harvest and
take away the recently deceased.
In the beginning of every game round that includes this role,
the Death card remains face-up on the table, next to the three
cards that have been randomly set aside by the active player.
The last player to select a role is the only one who
may pick Death. When it’s his or her time to choose, the
last player foregoes his/her right to check the cards he
or she has just received, and pick Death as his/her role.
The remaining cards in the deck are laid face-down in the
center of the table, joining the other three already there,
without the last player even peeping at them.
Death’s player then scribbles another player’s name at
his or her choice on the back of his or her journal sheet.
Death never fights, therefore its player can’t attack or
be attacked during the current round. For all intents and
purposes, Death’s player is simply not there.
RESOLUTION AND EXPERIENCE
At the end of the initiative order, when all other roles
have been either called out or resolved, Death’s player
reveals the name he or she wrote on the back of his/her
journal sheet. Death gains 1 XP if:
• the monster or guardian of his/her target player has
been either killed or abducted, but not damned to Hell
by the Devil or turned into an undead servant by the
Necromancer.
ANGEL
Initiative: 1+.
The Angel and the Devil are the first roles to be
called out in Phase 4: Resolution. The (+) sign next to
the Angel’s initiative means their attack
resolves before the Devil’s. So if Angel and
Devil both attack each other, then the
divine messenger kills the prince
of darkness before the
fiend can damn the good
seraph to a life in Hell.
Class: Guardian.
Core goal: Survive
and kill a monster.
Extra goal: Survive
and exorcise the Demo-
niac.
Gesture: Stretch out your
arm and fingers. Keep your hand
aligned with your arm, your palm fac-
ing inward. Take aim.
Gender identity: Neutrois.
Traits: A single attack aimed at any
player around the table.
Phase 4: Resolution. The (+) sign next to
the Angel’s initiative means their attack
resolves before the Devil’s. So if Angel and
Devil both attack each other, then the
divine messenger kills the prince
of darkness before the
fiend can damn the good
seraph to a life in Hell.
Survive
Survive
and exorcise the Demo-
Stretch out your
arm and fingers. Keep your hand
aligned with your arm, your palm fac-
Neutrois.
A single attack aimed at any
player around the table.
---
Combat Panel: The Angel is the holy warrior who fights
evil and intercedes in behalf of Humankind’s champions.
The Angel’s attacks won’t kill other guardians; monsters,
on the other hand, are fair game. The Angel, like the
Werewolf, can find and kill the real Devil.
The heavenly messenger is immune to the Necroman-
cer’s and the Alien’s powers.
We don’t want to split hairs about the gender of this
Angel, so he... she... they simply dismiss all effects from
the Creature’s wedding proposal.
If the Angel attacks the Demoniac, the unclean spirit
who torments her leaves the young woman’s body, and
she will no longer have a death wish.
RESOLUTION
As the Angel, you’ll achieve your core goal of killing a
monster if you’ve attacked a target who meets all of the
following requirements:
• a non-withdrawing player;
• a monster, provided he was still alive as you
attacked him or her.
You’ll achieve your extra goal of exorcising the Demo-
niac if you’ve attacked a non-withdrawing party playing
that role.
You’ll achieve your goal of surviving if, by the end of
the initiative order, after all roles have been called out:
• you weren’t damned to Hell by the Devil or killed
by any monster’s attack.
EXPERIENCE
Even if the Angel achieved their core goals and their extra
goals in a single round, they get only 1
XP for their troubles.
ALIEN
Initiative: 6.
Class: Monster.
Goal: Survive and kill one or two monsters or
guardians.
Gesture: With your off hand, you mirror the signature
gesture of the role you’re aiming at. For instance, the
Hunter’s stretched-out finger, the Vampire’s fangs, or the
Werewolf’s claw. Have your main hand—fingers limp
and spread apart, palm facing down—hover above your
off hand like a flying saucer.
Gender identity: Neutrois
Traits: The Alien doesn’t attack a specific target;
instead it attacks all specimens of a certain kind of
monster or guardian presently in play. This extra-
terrestrial lifeform will try to abduct at least one liv-
ing specimen, but it might seize two or even none.
The abductees will eventually be killed, after going
through a series of grisly and dreadful tests. For all
intents and purposes, there won’t be any corpses left
on the streets of Dark City.
Combat Panel: The Alien can’t kill the Angel or the
Devil. Besides, since it comes from another planet
and lacks an identifiable gender, the Alien is immune
to the arts of the Necromancer and the harassment
of the Creature.
RESOLUTION
As an Alien, you’ll achieve your goal of abducting
someone if, when you’re called out, there’s still:
20
---
21
• at least one non-withdrawing party who plays a living
specimen of the same kind of monster or guardian you
chose as your target.
You’ll achieve your goal of surviving if, by the end of
the initiative order, after all roles have been called out:
• you weren’t killed by any monster’s or guardian’s attack.
EXPERIENCE
The Alien gets 1 XP for each specimen it kills by abduction. Therefore, you may score up to 2 XP at once by
choosing the Alien as your role.
NECROMANCER
Initiative: 7.
Class: Monster.
Goal: Survive and create an undead servant.
Gesture: Spread out your arms and bend your elbows.
Spin your palms upward, then slightly bend the tips of your fingers in. Whisper, “Rise!”.
Gender identity: Masculine.
Traits: The Necromancer casts a spell on the corpses
around him, seeking to turn them into reanimated thralls.
He’s entitled to two of those “attacks” per round, but he
can only target a player sitting immediately on his right or
on his left.
Combat Panel: The Necromancer can’t grasp the
extraterrestrial nature of the Angel, the Devil, and the
Alien, so he’s not able to turn their remains into mindless slaves.
The Necromancer scares the Zombies away, so he’s
immune to attacks from those monsters.
RESOLUTION
As the Necromancer, you’ll achieve your goal of creating an undead servant if you’ve “attacked” at least one
target who meets all of the following requirements:
• a non-withdrawing player;
• any monster except the Devil and the Alien, or any
guardian except the Angel;
• a target who, by the end of the initiative order, was
killed by someone else, but wasn’t damned to Hell by
the Devil or abducted by the Alien.
You’ll achieve your goal of surviving if, by the end of
the initiative order, after all roles have been called out:
• you weren’t killed by any monster’s or guardian’s
attack. (Zombies can’t kill the Necromancer.)
EXPERIENCE
As the Necromancer, even if you manage to survive
and create two undead servants in a single night, you’ll
get only 1 XP for your troubles.
21
---
THE CREATURE
If you’re willing to include a Frankensteinian monster in your game, just remember you must add both Creature cards to the deck. You can’t play with only one Creature card.
Initiative: 8.
Class: Monster.
Goal: Survive and marry a monster or guardian of the chosen gender identity.
Gesture: Bend either your left or your right elbow, laying your hand on your waist, then offer your arm to either the player on your left or the player on your right. If you want your Creature to seek a feminine spouse, then let your other arm limp at your side. If you want to show your Creature is looking for a masculine companion, then fold your free arm across your chest.
Gender identities: Both masculine and feminine.
Traits: The sought gender identity is not the target player’s, but the role’s that player reveals as the Creature is called out during Phase 4.
The Creature embraces his/her “suitor” with lovingly tenderness, therefore his/her target cannot withdraw during Phase 3.
The Creature has superhuman strength and toughness. After taking the first hit in initiative order, the Creature will merely be wounded; he or she will be killed only after taking a second hit.
Combat Panel: Angel, Devil, Priest, and Alien are all immune to the Creature’s advances.
RESOLUTION
As the Creature is called out at the counting of 8 in the initiative order, his/her target must reveal the card that shows their role, so everyone can see the gender identity of the monster or guardian the Creature was longing for.
As the Creature, you’ll achieve the goal of marrying someone if you’ve “attacked” a target who meets all of the following requirements:
• a non-withdrawing player;
• a monster or guardian a) who is not the Angel, the Devil, the Priest, or the Alien; b) who sports the specific gender identity sought by the Creature; c) and who is still alive by the end of the initiative order.
You’ll achieve your goal of surviving if, by the end of the initiative order, after all roles have been called out:
• you weren’t killed by any monster’s or guardian’s attack, or
• you’re merely wounded after taking a single hit from any monster’s or guardian’s attack.
Creature to seek a feminine spouse, then let your other arm limp at your side. If you want to show your Creature is looking for a masculine companion, then fold your free arm across your chest.
Gender identities: Both masculine and feminine.
Traits: The sought gender identity is not
---
23
MUMMY
Initiative: .
During Phase 4: Resolution, the Mummy isn’t called out
by the Mayor. His predicament resolves as he wakes from
his slumber, as he is killed, or as it becomes evident that
he has successfully left his sarcophagus and survived.
Class: Monster.
Goal: Survive and awaken.
Gesture: Fold your arms across your chest and clench
your fists.
Gender identity: Masculine.
Traits: The Mummy never attacks.
Combat Panel: The awakened Mummy is easy prey to
any monster’s or guardian’s attack.
Dark City’s Mummy is the embalmed body of a former
priest of the Cult of Isis who rests within his sarcopha-
gus. He wishes only to free himself from the clutches of
eternal slumber. One successful hit to the sarcophagus
is enough to wake up the Mummy and let him shamble
freely through the city.
While awakened, the Mummy can’t be controlled by
the Necromancer. However, if the Mummy takes a second
hit after waking up, he’ll be killed, and then the Necro-
mancer will have a proper corpse to work with.
RESOLUTION
As the Mummy, you’ll achieve your goal of waking up if,
by the end of the initiative order, after all roles have been
called out:
• you took one—and only one—hit from any mon-
ster’s or guardian’s attack.
You’ll achieve your goal of surviving if, by the end of
the initiative order, after all roles have been called out:
• you had been previously awakened and you
weren’t killed by any monster’s or guardian’s
attack.
DEMONIAC
Initiative: .
During Phase 4: Resolution, the Demoniac isn’t called
out by the Mayor. Her predicament resolves as she is
killed, or as it becomes evident that she has survived
after being exorcised.
Class: Guardian.
Core goal: Get herself killed.
Extra goal: Survive after being exorcised by the
Angel.
Gesture: Stretch your hands and bring your fingers
together, then fold your arms across your chest.
Gender identity: Feminine.
Traits: The Demoniac never attacks.
Combat Panel: The Demoniac is a tragic hero who
has made the ultimate sacrifice to trap an evil spirit
inside her. After saving thousands of people with
her selfless action, she wishes only to die and put
an end to her torment. Virtually any attack from any
monster or guardian can kill her. However, there are
23
---
24
two instances that may force the Demoniac to change
her plans.
If she’s attacked by the Devil, instead of crossing the
threshold to a better place, her soul is dragged down to
Hell along with the evil spirit who is currently possessing
her. In this case, the Demoniac won’t gain any XP.
If she’s attacked by the Angel, her tormentor is
destroyed and she’s finally free. From now on, the former
Demoniac’s goal is to survive.
RESOLUTION
As the Demoniac, you’ll achieve your core goal of get-
ting yourself killed if, by the end of the initiative order,
after all roles have been called out:
• you weren’t attacked by the Angel or the Devil, and
• you were killed by any monster’s or Hunter’s attack.
You’ll achieve your extra goal of surviving after being
exorcised if, by the end of the initiative order, after all
roles have been called out:
• you were attacked by the Angel; and
• you weren’t killed by any monster’s or Hunter’s attack.
REPORTER
Initiative: .
During Phase 4: Resolution, the Reporter isn’t called
out by the Mayor. His predicament resolves as he is
attacked and triggers his camera, as he’s killed, or as it
becomes evident he’s got the picture he wanted so badly
and survived one more night on the streets of Dark City.
Class: Guardian.
Goal: Survive and take a picture of at least one
monster.
Gesture: Make both your hands into fists, leaving your
thumbs up and out. Reach out with both your arms and
aim at two different targets. When attacked, flick your
thumb down to trigger your “camera” and fire its flash.
Gender identity: Masculine.
Traits: The Reporter’s sole weapon is his camera, and
he wields it with utmost skill and wit. The Reporter may
aim at two different targets in Phase 2: Attack!.
Combat Panel: Neither the Reporter nor his loyal cam-
era can see the real Devil. Since he’s one of humankind’s
guardians, our intrepid journalist is immune to the Angel’s
attack.
His editor-in-chief wants a picture of a fearsome
monster in a threatening pose to make the first page.
The Reporter won’t gain any XP if he walks back into
the newsroom with a picture of another guardian or
a photographic depiction of a dead monster’s dull and
limp body.
The flash of the Reporter’s camera is so bright that it can
temporarily blind a monster or guardian as it goes off on
their face. That’s why the Reporter is immune to his own
target’s attack.
RESOLUTION
As the Reporter, you’ll achieve your goal of taking a pic-
ture of at least one monster if you’ve fired the flash of your
camera straight to the face of a target who meets all of the
following requirements:
• a non-withdrawing player;
• a monster (except the Devil) who hadn’t been killed, or
a Necromancer’s undead servant.
24
---
25
You’ll achieve your goal of surviving if, by the end of
the initiative order, after all roles have been called out:
• you weren’t killed by any monster’s or Hunter’s
attack.
EXPERIENCE
The Reporter won’t get any extra
XP for taking pictures
of two living monsters.
VOODOOIST
Iniciativa: .
During Phase 4: Resolution, the Voodooist isn’t called
out by the Mayor. Her predicament resolves as she’s
killed or as it becomes evident that she has survived
another night of horrors.
Class: Guardian.
Goal: Survive .
Gesture: With your off hand, you mirror the signa-
ture gesture of the role you’re aiming at. For instance, the
Vampire’s fangs, or the Werewolf’s claw. Bend your main
hand’s little finger and ring-finger, and hold them against
your palm with your thumb. Then stretch out your forefin-
ger and middle finger together, making your “pin”. Now aim
your pin at your off hand.
Gender identity: Feminine.
Traits: The Voodooist never attacks , instead, she
acts preventively, drawing on the sympathetic magic
within her dolls to protect herself from harm.
Combat Panel: The Voodooist has dolls and pins for
almost every occasion. If she has enough time to protect
herself by skewering the doll that matches the monster
or Hunter who is about to attack her, then the heartrend-
ing pain which wrecks her attacker’s body will ensure
the attack fails. In other words, the Voodooist is immune
to her chosen target’s attack.
The Devil’s deceiving arts can mislead even the Voodoo-
ist, and she can’t harm a demon with her magic.
Since she’s a guardian, the Voodooist is immune to the
Angel’s attack.
RESOLUTION
As the Voodooist, you’ll achieve your goal of surviving
if, by the end of the initiative order, after all roles have
been called out:
• you weren’t killed by any monster’s or Hunter’s attack.
Dark City © 2018 Gustavo Barreto. All rights reserved.
© 2018 Funbox Editora/Devir Livraria. All rights reserved.
Game Design Gustavo Barreto
Art Débora Caritá
Graphic Design Daniele Rios Boleeiro; Cris Viana – Estúdio Chaleira
Editing MC Zanini @ Zombie Dodo Studio
Proofreading Mateus Ornellas
25
---
ROLES AND SYMBOLS
Devil Hunter Alien Demoniac
Vampire Priest Necromancer Reporter
Werewolf Death Creature Voodooist
Zombie Angel Mummy
GOALS
Survive Damn a soul to Hell Take a picture of at least one monster
Kill someone Exorcise or be exorcised Marry someone
Make someone withdraw
Wake up from eternal slumber Create an undead servant
QUICK REFERENCE
PHASES
Phase 1 - Role Selection: Monster or guardian?
Phase 2 - Attack!: Steady, aim...
Phase 3 - Withdrawal: Your fight or flight response
Phase 4 - Resolution: Who killed whom?
Phase 5 - Experience: Jotting down your score
Monster Guardian
---
27
COMBAT PANEL
Blue symbol: If this card’s role attacks the role this symbol stands for…
Red symbol: If the role this symbol stands for attacks this card’s role…
Attack doesn’t kill target Attack damns a soul to Hell
Killed Attack exorcises
No XP reward Sitting side by side
Immune to this attack If attacked by one’s own target
TRAITS
Attack affects but not necessarily kills a monster or guardian
Makes an attack against any target around the table
Makes an attack against a target who’s sitting left or right
In Phase 4, you can shift your aim to someone else sitting on your left or on your right
Makes two different attacks against any two targets (or two attacks against a single target)
Never attacks
Makes two simultaneous attacks against targets sitting both left and right
Abducts monster or guardians of a certain kind
Target of this attack cannot withdraw during Phase 3
First hit wounds you; second hit kills you
---
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