A Nightmare on Elm Street: The Freddy Game
A Nightmare on Elm Street: The Freddy Game Rulebook
Table of Contents
Table of Contents
Setup
Once the 'house' is set up (see illustration), each player selects a character to use as his playing piece (note that each character is endowed with its own personal 'fear'... and should Freddy gain possession of that 'fear', he can use it against that player — and there is no defense!) Players may start their playing piece in any room in the house, on the space just inside the hallway door.
[Diagram omitted: "Instructions for assembling Freddy's house". It shows the house layout with numbered rooms 1–17; the Boiler Room is room 15.]
OK! – Now the house is set up, and the players are in position...here's what we do next!
There are two decks of cards; the 'A' deck (black background) and 'B' deck (white background). Remove the "You Are Freddy" card from the 'A' deck, shuffle the deck thoroughly and count out one card for each player, less one. For example, if there are four players, count out three cards. Add "You Are Freddy" to these cards, shuffle the cards and deal one to each player, face down – these cards should not be touched yet. Immediately deal out three more cards from 'A' deck to each player, face down. Next, shuffle 'B' deck and deal each player four cards from it. Every player will now have eight cards – and one of the players is Freddy! – but that's a secret!
Starting Play
In order to decide which player goes first, roll the die, and the lowest number goes first, with the play passing to the left.
Each player, on his first move must roll the die and move his piece accordingly, following the arrows and the instructions on the space upon which he lands. On the second turn, players have the option of rolling the die again, or telling a tale to travel around the house.
Every time a card is 'played' it must be returned to the bottom of the appropriate deck; A or B, and replaced with a like number of new cards. There is no limit to the number of cards a player may hold, but he must have at least one card from each deck in his hand at all times.
Movement
Movement through the house is accomplished by either a roll of the die, or creative tale-telling, using the cards. For instance, if you are in the Boiler Room and want to get away in a hurry, and have Hallway, Ghostly, Eerie, Laughter, Face, and Study in your hand – you could say; "I heard Eerie Laughter coming from the Hallway, so I ran to the Study, where I saw a Ghostly Face floating in mid-air." Suddenly, you're in the Study, having used six cards to get there. Now you must return the two 'A' deck cards and take two new ones, and return the four 'B' deck cards and take four new 'B' cards. Simple moves to shift position or to accumulate more cards may be accomplished by simply rolling the die and moving accordingly. Just watch out for those trap doors!
Attacks
In order for an attack to be made, either by a player, or by Freddy, the "attacker" must be in the same room as the intended target.
The only exception to this is when Freddy gains possession of a player's 'fear', which he can play from any place in the house.
Strategy
There are a few simple strategies involved: If you are not Freddy – you should try to collect the defensive cards, such as; It's a Dream, Through the Wall, Mind over Freddy, I Don't Believe, and a Weapon. Other cards that are extremely important are: MIRROR – which kills Freddy Instantly!; Weapons, of course, to 'get' Freddy with; Hallway cards, which enable you to travel to different rooms; Through the Wall (which works for Freddy too), and should you get your own 'fear,' either keep it to prevent from getting it, or discard it so that it is buried in the deck!
On the other hand – If you are Freddy... You'll want to collect Razor Fingers, the individual 'fear' cards, Through the Wall, Hallway, the MIRROR, for self-protection and appropriate access cards. Freddy always has instant access to the Boiler Room – he can go there on any move, without benefit of die or cards.
Spaces on the Path
Spaces on the "Path" through the House, and what they mean:
Roll Again – Re-throw the die.
Tell a Tale – Player must "tell a tale," using as many of his cards as possible. It is not necessary for the player to move his playing piece on this move.
Trap Door – If Freddy's identity is still a secret – player must go directly to the Boiler Room. If Freddy is known, player must go directly to the room where Freddy is waiting! If you are in a room with Trapdoor, but not on that space – and hold the Boiler Room card, you may go directly to the Boiler Room without a Hallway card (if necessary).
Blind Choice – Player must choose one player and pick one card at random from his hand. You just might pick You Are Freddy – keep it a secret!
Great Blind Choice – Player must pick one card from each of the other players' hands. You just might pick You Are Freddy – keep it a secret!
Take 1 'A' deck – Take one card from 'A' deck, do not discard.
Take 1 'B' deck – Take one card from 'B' deck, do not discard.
Take 2 'A' deck – Take two cards from 'A' deck, do not discard.
Take 2 'B' deck – Take two cards from 'B' deck, do not discard.
Take 1 each deck – Take one card from 'A' deck, and one card from 'B' deck, do not discard.
Taleteller Cards
All the cards – Access, Weapons, Fear, Taleteller – may be used in telling a tale. The more tales a player tells, the greater the opportunity to get rid of useless cards and pick up useful ones.
The words on the taleteller cards are designed to help the player tell tales, and the words can be used in any form – for instance... chill — chilly, chilling, or rusty — rusting, rusted, etc.
Just remember — all the careful planning and structuring of your hand can be blown away by a Blind Choice.
Important Special Cards
Who is Freddy? – Player holding this card can expose Freddy at any time, but must be prepared to defend himself...just in case!
Razor Fingers – Can only be used by Freddy to eliminate a player. May be used to kill more than one player in a turn, but must be returned to the deck after being used. Player's defense against Razor Fingers is MIRROR, It's a Dream, I Don't Believe, or Through the Wall.
It's a Dream – Player holding this card can repel any attack on him by Freddy – when this card is played against Freddy, he must go directly to the Boiler Room.
Through the Wall – If attacked by Freddy, player holding this card may transport himself to any other space in the house, instantly. If Freddy has this card, he can use it to gain immediate access to a victim.
Fear Cards – Represent the personal fears of each of the characters (players). Once Freddy is in possession of a fear card, he has the potential of "terminating" that player. Freddy can play this card against a player from anywhere in the house.
MIRROR – If Freddy is exposed to the 'Mirror' – he has absolutely no defense – it's the end of Freddy.
Mind Over Freddy – Will protect player from Freddy's attack, so long as he's not using Razor Fingers. Combined with I Don't Believe and a Weapon, will eliminate Freddy.
I Don't Believe – When combined with Mind over Freddy and a Weapon, will eliminate Freddy.
Access Cards – Those that identify a room or hallway, allow players to enter various spaces and move through them.
Weapon Cards – May be used to attack Freddy, or be used by Freddy to attack players.
When a player acquires Mind over Freddy, I Don't Believe and a Weapon – and has access to Freddy, he can 'terminate' Freddy and win the game. The player holding this hand may also just wait for Freddy to attack him and respond with these cards.
Winning
Remember – there are two ways to defeat Freddy:
- MIRROR
- Weapon & Mind Over Freddy & I Don't Believe.
Freddy can defeat the player with Fear, Razor Fingers, or a combination of Access and Weapons, depending on the players' defense.