Endless Nightmare
Endless Nightmare Rulebook
Table of Contents
Table of Contents
Game Board
The game board has nine tracks, arranged in groups of three. At the start of the game each track's marker is placed on the black field. On most tracks the first field has the value 0, the next has 1, and so on, as marked on the board with either tally marks or numbers. The exceptions are the Progress and Shadow tracks, which are circular.
Tracks marked in red cover location and movement and occupy the left side of the board:
- Survived Nightmares track shows how many nightmares you have escaped from during this game.
- Progress track (circular) shows your progress through the current nightmare (it moves clockwise).
- Shadow track (circular) runs alongside the Progress track and shows where the Shadow is (it moves clockwise). If the Shadow marker comes level with the Progress marker, or if they would pass each other, you lose the game.
Tracks marked in green are tied to the player's mind:
- Horrors mark incidents that threaten your clear mind.
- Spells protect you from Horrors.
- Mind shows your clear reasoning. It cannot be increased. If you go insane (Mind = 0), you lose the game. After each dice roll you may reduce your Mind by 1 point to add to the roll, or subtract 2 from it. If the modified result is greater than 6 (or less than 1), use 6 (or 1).
Tracks marked in blue show your bravery:
- Fear marks incidents that reduce your Bravery.
- Mantras protect you from Fear.
- Bravery shows your boldness. If it drops to zero, you lose the game.
Often the rules require you to increase one value or another. To do so, move the corresponding marker that many steps to the right, or clockwise for the circular tracks (Progress and Shadow).
When a movement would take the marker beyond the track's highest value, the marker stops on the highest value (except on the circular tracks).
When a value is decreased, the same applies, except that the marker moves to the left, or counter-clockwise on the circular tracks.
Rounds
The game proceeds through successive rounds, in which one Nightmare follows another. Each Nightmare has its own rules that affect the course of the game.
Each round consists of five phases:
- Nightmare selection: at the start of the game, and after you have overcome a Nightmare, a new Nightmare is determined by a dice roll in this phase.
- Nightmare ability: some Nightmares have special rules that must be followed in this phase every round.
- Player action and event: the player chooses one action and rolls the die to see whether it succeeds. If it does, the player may carry out the action. Some Nightmares have an ability that affects actions, with events resolved together with the action.
- Shadow: the Shadow moves closer to you.
- Fear and Horrors: in this phase, decide whether the Fear or Horror markers must be moved, and check whether they have travelled far enough to start reducing your Mind or Bravery.
I Phase – Nightmare selection
If this is the first round, or if you managed to overcome the Nightmare in the previous round, you must choose a new Nightmare.
Roll the die. If the result is 1-3, take the Nightmare table's left column (at the bottom edge of the game board); if it is 4-6, take the right column. Roll again, and count down the chosen column from the top by the number rolled. The Nightmare you reach is the new Nightmare; place a marker on it. In some cells two Nightmares are listed. For the basic game, always use the Nightmare marked with a B.
Each Nightmare has a number after its name. This is the Nightmare's duration. Count that many steps along the Progress track clockwise and place the Nightmare-end marker there.
If you overcame a Nightmare in the previous round, then as the last thing in this phase increase the Survived Nightmares track by one. The abilities of the previous Nightmare stop applying at that point.
II Phase – Nightmare ability
Some Nightmares have an ability (see the Nightmare list on page 3), which applies in this phase.
III Phase – Player action and event
Choose one action from the list below, and choose the number of Action Points you want to use (1-5). The number of Action Points determines the scope of your action.
Now roll the die. If your roll is higher than the Action Points you chose, the action succeeds and you may use the Action Points. Otherwise the action fails and the Action Points are not gained. For example, if you choose 3 and roll 4, the action succeeds and you have 3 Action Points. If you roll 3 or lower, the action goes over the fence and the Action Points are lost.
If the action succeeds, you may carry out the action (remember that the action must be chosen before the die is rolled):
- Movement: advance on the Progress track by the number of Action Points. If this brings the Progress marker to the Nightmare-end marker or beyond it, the current Nightmare ends. If you do not take a movement action, you stay where you are.
- Defying horrors: reduce Horrors by the number of Action Points.
- Taming fear: reduce Fear by the number of Action Points.
- Reciting spells: if the number of Action Points is greater than the number of Spells, increase Spells by 1.
- Reciting mantras: if the number of Action Points is greater than the number of Mantras, increase Mantras by 1.
- Gathering courage: increase Bravery by the number of Action Points.
Some Nightmares have an ability that takes effect at the same time as the player's action and can influence it. For example, in the Spiders Nightmare, after each successful movement the player must increase Fear by 1.
IV Phase – Shadow
After the action, take the die roll made in the III phase and subtract the number of Survived Nightmares from it. Check the result against the Shadow table on the game board. If the table gives one or more Nightmare symbols (eyes), move the Shadow marker that many steps forward on its track.
V Phase – Fear and Horrors
Your die roll also affects Fear and Horrors. If the roll was 1 or 2, Fear increases by 1. If the roll was 3, Horrors increase by 1. A roll of 4-6 has no effect.
If the Horrors marker has moved further than the Spells marker, reduce Mind by the difference. For example, if Horrors are at 4, Spells at 2 and Mind at 5, Mind decreases by 2, leaving a new Mind value of 3. Similarly, if Fear has moved further than Mantras, reduce Bravery by the difference.
End
A Nightmare ends when the Progress marker reaches the Nightmare-end marker or passes it. The only exception is the Falling Nightmare.
You lose the game if the Progress and Shadow markers would pass each other or come to the same place (that is, you also lose if the Shadow catches up with you), if your Bravery or Mind reaches zero, or if a Nightmare rule says that you die.
If you lose (the game cannot be won), calculate your score by multiplying each Survived Nightmare by ten and adding the number of steps moved on the Progress track in the current Nightmare. The author's personal record at the time of the translation was 60 points.
Endless Nightmare – Active Game
Once you have mastered the basic game, you can try the active variant, which adds much more excitement to every game. For example, you must hold your breath while fighting the Drowning Nightmare.
The list of active Nightmares is on page 4 of the rulebook (they replace the basic-game Nightmares).
The active game needs a new game board, 6 extra markers and a stopwatch (your phone most likely has one). Use a die with rounded edges, and leave out the time-limited Nightmares until the rules have become familiar.
The author's personal record for the active game at the time of the translation was 70 points.
Dice replacement
In addition to the Nightmare abilities and events, Nightmares in the active game may replace the dice roll with some other mechanic. If a given Nightmare has a dice replacement, use the items described in it in place of the die roll in phases III, IV and V.
Dice board
The active game adds one more game board: the dice board. It is divided into zones, from two to six. Anything that falls outside the dice board counts as Zone I.
For some Nightmares the dice roll must be made on the dice board. To do so, the die must first touch the ordinary board and then reach the dice board through Zone II. If these conditions are not met, the result is Zone I.
Instead of reading the result from the die, the result is taken as the lowest-valued zone the die touches. If it stops on the dividing line between Zones II and III, the result is 2. (Remember that everything outside the dice board is Zone I.)
The Buried Nightmare also uses the dice board, but the zone where the die lands does not replace the dice roll.
Symbols scribbled on the dice board do not affect the course of the game.
Variants
Strategist variant
If you want to influence the course of the game more, you may choose Nightmares yourself instead of rolling for them. The same Nightmare may not be chosen twice.
Veterans variant
Place the Nightmare marker only 5 steps behind the Progress marker.
Mixed-up variant
Mix the Nightmares of the basic game and the active game however you like.
Nightmares – Basic Game
This list describes the basic-game Nightmares. If there is a conflict between the game rules and a Nightmare's description, the Nightmare's rules apply. Nightmare rules apply only while that Nightmare is in play.
If one cell lists two Nightmare names, the basic game uses the one marked B.
The dice symbols in front of a Nightmare's name show the die results needed to select it (the board also has a table for this). The number after the name is the Nightmare's duration.
End of the World (9)
Words cannot describe the horrors that tear the whole world apart to the sound of screams.
Event: after each successful movement, increase Horrors by 1, for the indescribable events you have experienced.
Buried Alive (5)
You are in a coffin, a metre below the earth.
Event: subtract 2 Action Points from each successful movement, because you have to dig yourself out from under the ground.
Decay (7)
Your teeth rot and fall out one by one, leaving only putrid gums, and pus oozing from them spreads over your whole body.
Nightmare ability: decay is terrible. During this Nightmare the Fear and Horrors table is as follows: 1-3 Fear; 4-5 Horrors; 6 nothing.
Nakedness (9)
You have an important presentation to give, and suddenly you notice that you are wearing no clothes. Everyone looks at you with frozen faces, and there is nearly an hour left until the end of the presentation.
Nightmare ability: at the start of every round (except the first), roll the die. If the result is higher than your Bravery, you must try to move with a 5 in phase III.
Falling (9)
You fall. The ground rushes up to meet you. You tug at the parachute cord, but nothing happens.
Nightmare ability: at the start of this Nightmare, place the Bravery marker on 1. Use the following rules in this round (including the first):
- Roll the die (this result cannot be affected by Mind). If the result is less than your Bravery, you calm down enough to open the parachute. This ends the Nightmare.
- If the previous roll did not end the Nightmare, move the Progress and Shadow markers forward two steps. If such a movement, or a movement action, ends the Nightmare, you fall to the ground and shatter, and you lose the game.
Fraud (6)
Everyone has finally realised that you are utterly hopeless, and that you have been lying your whole life.
Event: you have lost your faith in yourself and, with every successful roll, you get one Action Point less.
Lost (8)
You cannot find the right way, but the Shadow keeps getting closer to you.
Event: if a movement fails, move the Progress marker back by as many points as you tried to gain.
Monsters (8)
Hideous bodies and grotesque creatures are everywhere, and they try to catch you.
Nightmare ability: at the start of the round, roll the die. If the result is 1-3, the monsters block your way, so you cannot choose movement as your action this round.
Old Factory (6)
You find yourself on the rusty conveyor belt of an old, abandoned factory building, which takes you closer to the Shadow with every moment.
Nightmare ability: at the start of every round, reduce Progress by 1.
Spiders (9)
You find yourself in a narrow tunnel with earthen walls, whose floor and walls are swarming with disgusting spiders. You, however, must get through...
Event: after each successful movement, increase Fear by 1.
Temptation (9)
Secret desires urge you on, but you know that they would lead you to ruin. Keep your spirit strong and abandon your worldly lusts.
Nightmare ability: roll the die at the start of every round (except the first). If the result is higher than your Bravery, skip your action. If you skip an action, roll the die again and use that result in phases IV and V.
Final Exam (6)
Suddenly you remember that you should be sitting an exam at school. The exam starts in a couple of minutes, and you have not studied for it. Hurry, so that you arrive in time.
Event: after each unsuccessful movement, increase Fear by 1, because the panic of being late grips you.
Nightmares – Active Game
If one cell lists two Nightmare names, the active game uses the one marked A.
The dice symbols in front of a Nightmare's name show the die results needed to select it (the board also has a table for this). The number after the name is the Nightmare's duration.
Blindness (5)
You lose your sight and the world turns dark.
Ability: if you choose movement as your action, after choosing the number of Action Points you want to use, roll the die so that it stays at least 30 cm away from the edge of the table. Put your hands under the table and close your eyes. Then try to hit the die with your index finger in one smooth movement. If you succeed and the roll is greater than the chosen number, you may move. If not, you stay where you are.
Buried Alive (5)
You are in a coffin, a metre below the earth.
Ability: subtract 2 Action Points from each successful movement, because you have to dig yourself out from under the ground. Until the first success, you must follow these instructions for movement actions: place 6 extra markers on the spots marked with an X on the dice board, and roll the die through Zone II onto the board. The die must roll between the markers so that it moves at least two markers and stops in Zone V or VI. If it succeeds, you break through the coffin lid. If it fails, you stay where you are.
The dice board is used only as an additional task. It is not used to determine movement.
Decay (7)
Your teeth rot and fall out one by one, leaving only putrid gums, and pus oozing from them spreads over your whole body.
Dice replacement: use the dice board for the rolls. If the die stays on the dice board, place one of the extra markers on the spot where the die came to rest (if the markers run out, use the markers from earlier rolls to mark the new rolls). If the die touches a marker already on the board, the result is 1, and no new marker is placed on the board. Use the dice board result in phases IV and V too.
The markers represent the decline in physical abilities that accompanies decay.
Drowning (6)
Lack of oxygen burns your lungs. You desperately try to reach the surface.
Nightmare ability: for the duration of this Nightmare you must hold your breath. Each time you breathe, reduce Bravery by 2.
Falling (9)
You fall. The ground rushes up to meet you. You tug at the parachute cord, but nothing happens.
Nightmare ability: at the start of this Nightmare, place the Bravery marker on 1. In every turn (including the first):
- Roll the die (this result cannot be affected by Mind). If you rolled less than your Bravery, you calm down enough to open the parachute. This ends the Nightmare.
- If the previous roll did not end the Nightmare, move the Progress and Shadow markers forward two steps. If this, or a movement action, ends the Nightmare, you hit the ground and shatter, and you lose the game.
(The source reads "kui see või liikumistegevus", which appears to be a typo for "kui selline liigutamine või liikumistegevus", as in the basic-game Falling Nightmare; the wording above follows that reading.)
Fraud (6)
Everyone has finally realised that you are utterly hopeless, and that you have been lying your whole life.
Dice replacement: use the dice board. Since you have lost faith in yourself, you must roll with your left hand (or with your right, if you happen to be left-handed).
Lost (8)
You cannot find the right way, but the Shadow keeps getting closer to you.
Event: if a movement fails, move the Progress marker back by as many points as you tried to gain.
Monsters (10)
Hideous bodies and grotesque creatures are everywhere, and they try to catch you.
Dice replacement: use the dice board for movement-action rolls. If the die stays on the dice board, place one of the extra markers on the spot where the die came to rest (if the markers run out, use the markers from earlier rolls to mark the new rolls). If the die touches a marker already on the board, the movement fails. Use the dice board result in phases IV and V too.
Old Factory (6)
You find yourself on the rusty conveyor belt of an old, abandoned factory building, which takes you closer to the Shadow with every moment.
Nightmare ability: use the stopwatch. Every 15 seconds, move the Progress marker back 1 step.
Spiders (9)
You find yourself in a narrow tunnel with earthen walls, whose floor and walls are swarming with disgusting spiders. You, however, must get through...
Dice replacement: use the dice board for the action rolls. If the die stays on the dice board, place one of the extra markers on the spot where the die came to rest (if the markers run out, use the markers from earlier rolls to mark the new rolls). If the die touches a marker already on the board, increase Fear by 1.
Temptation (9)
Your secret desires urge you on, but you know that they would lead you to ruin. Keep your spirit strong and abandon your worldly lusts.
Nightmare ability: roll the die at the start of every turn (except the first). If the result is higher than your Bravery, skip your action. If you skip an action, roll the die again and use that result in phases IV and V.
Final Exam (6)
Suddenly you remember that you should be sitting an exam at school. The exam starts in a couple of minutes, and you have not studied for it. Hurry, so that you arrive in time.
Dice replacement: instead of rolling the die for actions, use the stopwatch. Start the stopwatch and try to stop it between 5.1 and 5.6 seconds. If you stop it at 5.1 seconds or earlier, the result is 1. If you stop it at 5.6 seconds or later, the result is also 1, and you lose 1 Mind. If the time falls between 5.1 and 5.6 seconds, the result is the tenths digit of the time. The result from the stopwatch is always between 1 and 5.
You may not use Mind to affect the result.