RulesPal
Chat
Rulebook
Finders Creepers thumbnail

Finders Creepers

Finders Creepers Rulebook

Table of Contents

Table of Contents

  • Your Mission
    • Includes
  • Set-Up
  • Starting the Game with Boogle(TM)
  • Your Turn
    • Action Types
  • Monster Dice
  • Grand Escape
  • Example Turn
  • Winning
    • Oops!
  • Non-Digital Version

Your Mission

Boogle(TM) likes to pit monster hunters against each other (that doesn't sound evil at all). Collect gear to catch the monsters.

The first hunter to capture 3 monsters is the winner.

But hunters beware, if the haunted house you're clearing gets overrun with haunted objects, the monsters escape and haunt your house!

The following will give you the rules for the App-Vanced(TM) version of the game, using the Boogle(TM) app. See page 8 for the set-up rules for the non-digital version of the game.

Includes

  • A - Game Board
  • B - 4 Character Figurines
  • C - 3 Monster Dice
  • D - 42 Gear Tiles
  • E - 6 Haunted Object Tiles
  • F - 4 Holy Object Tiles
  • G - 2 Monster Guide Boards
  • H - 8 Gear Special Action Chips
  • I - 8 Run Special Action Chips
  • J - 12 Monster Tombstone Tiles
  • K - 12 Monster Portrait Cards
  • L - 12 Grand Escape Cards (For Non-Digital Version Only)

Set-Up

  1. Place the board in the middle of the table. The haunted house has 12 rooms. Next to it place the two Monster Guide Boards. (Fig. 1)

  2. Players choose the figurine that corresponds with the monster hunter they are playing (Casey Castlegard, Ruth Roof, Diego Doorman, Hayley Homeback). Place the figurine on the Entrance Gate. (Fig. 2)

  3. There are three types of Item Tiles — Gear, Haunted Object, and Holy Object tiles.

  • Gear: You need to collect these to catch the monsters. The Gear tiles are: Spell Book, Fire Extinguisher, Net, Holy Water Gun, Torch, Silver Stake.
  • Haunted Objects: These will make it harder to move around the haunted house.
  • Holy Objects: These will give you special protection.

Now, let's create the Item Tile stacks that will go into each of the 12 rooms. Rooms have a dotted square in them to indicate where the Tile stacks go. The graveyard is a room.

Select any 2 Haunted Object Tiles and place the remaining 4 Haunted Object Tiles in a stack next to the Guide Boards.

Keep the 2 Haunted Object Tiles and the 4 Holy Object Tiles separate for the moment.

Now shuffle up all the Gear Tiles and deal them out face-side down into 12 stacks of three tiles.

Now shuffle up, face-side down, the remaining 6 Gear Tiles, 2 Haunted Object Tiles, and 4 Holy Object Tiles, and deal out one to the bottom of each of the 12 stacks.

Then, randomly place one stack of tiles into each of the 12 rooms.

Each monster has a combo of three Gear Tiles needed to catch it. The Monster Guide Boards will tell you the combos you need. Let's move to that next.

  1. Refer to the Monster Guide Boards for the three Gear Tile combos you will need to collect to catch each monster.

Place the 12 Monster Tombstone Tiles on the Monster Icon that corresponds with each monster. Players will collect these tiles once they capture that monster. Now place the Monster Portrait Cards next to each corresponding monster. (Fig. 3)

The 12 monsters are: Abby Stabby, Bully Bones, Curse the Cat, Grins the Ghost, Harper the Hag, The Indomitable Ooze, Numskull the Clown, Papa Poppets, Queen Venom, Slim Grimm, Sir Harry Chestershire, Un-Ted.

When a monster is captured, flip the corresponding Monster Portrait Card upside down onto the Monster Guide Board to indicate that the monster has been captured.

There is a digital version of the Monster Guide Boards in your Boogle(TM) app as well.

If you have downloaded new monsters to play with, just keep the stack of Portrait Cards to the side of the Guide Boards and place them over the icon spots once the corresponding monster has been captured.

Starting the Game with Boogle(TM)

After each player loads the Boogle(TM) app onto their iOS or Android device, follow the instructions on the app to begin the game. One player will serve as the host and give each player the address of the haunted house to enter on their device(s). Once every player has entered the same game session, selected their monster hunter, and player order, you can start the game. The first player is the last person to see a ghost, otherwise it's the oldest player. Play moves counterclockwise around the table.

As you start your investigation, each player will need to scan the whole board. Once each player has successfully done so, Boogle(TM) will reveal where all the monsters are hiding. You'll need to remember which rooms they are in. If you forget where a monster is hiding, don't worry, during the other hunter's turn, Boogle(TM) will flash you a glimpse of a hiding monster's location, so keep an eye out for them as a helpful reminder.

Now let's learn your turn actions and how Boogle(TM) can help.

Your Turn

On your turn, you can perform 3 actions from the list of 7 action types. You can do the same action as many times as you like and in any order.

Action Types

Move: Move your hunter to an adjacent room. Follow the arrows on the board from point to point to know which rooms are adjacent. Note that you cannot move into rooms with flipped Haunted Object Tiles. You can move into rooms occupied by other hunters. The Entrance Gate is considered an adjacent space.

Search: When in a room, flip all the Item Tiles from the stack face side up. If the room is empty, add 4 random tiles face-side up from the Item Tiles discard pile, which should be formed by the Monster Guide Boards. If the discard pile has less than 4 tiles, place as many as you can. If you reveal a Haunted Object and end your turn in that room, you are scared back to the Entrance Gate.

Collect: From the room you are in, collect a flipped Gear or Holy Object Tile, or the top tile from the stack, and put it into your inventory along the edge of the Game Board. You can only have 4 Gear or Holy Object Tiles in your inventory at one time. You can swap one tile from your full inventory and your current room for this action. Holy Objects are not used to catch a monster. They allow players to move into rooms with flipped Haunted Objects and can be discarded to cancel one Monster Die result on any player's turn.

Catch: When you have collected the 3 Gear Tiles needed to catch a certain monster, use actions to go to the room where you believe the monster is hiding. For the Catch action, first tell the other players which monster you intend to catch, discard the 3 Gear Tiles to the discard pile, and push the Catch button on your Boogle(TM) while holding the device in front of the room. Select the room on the screen, then select the monster you think is there from the list, and finally confirm your choices. Boogle(TM) will reveal if you are correct. If correct, collect the corresponding Monster Tombstone Tile. If wrong, you just lost all those Gear Tiles.

Scan: Forgot where a monster is hiding? Then this action is for you. Hold your device in front of the room you are in. Press the Scan button on your Boogle(TM) and then select the room you are in by tapping the area of the room on your screen. Boogle(TM) will now show you the monsters hiding in your current room and all adjacent rooms.

Expel: Is a Haunted Object blocking your way? Then this action will help. Move a flipped Haunted Object Tile from one room to an adjacent room. If the Haunted Object ends up in a space with another hunter that hunter is scared back to the Entrance Gate at the end of your turn. A Haunted Object cannot be moved into the Entrance Gate. A hunter does not need to be in an adjacent room to Expel.

Special Actions: Use one of the two Special Action Chips that you earned via the Monster Dice.

Monster Dice

After you finish your three actions, press End Turn on your Boogle(TM). Now it's the monsters' turn. The player who just finished their turn rolls the 3 Monster Dice. Each die has 2 unique icons and 4 blank sides. They will affect the game in various ways as described below.

Note: the green die activates first. If it triggers a Grand Escape event, all other dice are ignored.

Run Special Action: This is a Special Action you gain. Collect a Run Special Action Chip. It can be used as one of your 3 actions on a future turn. It allows you to move your hunter to any room you want. Discard the chip after the action is used. Each player can only have 2 Run Special Action Chips at one time.

Gear Special Action: This is a Special Action you gain. Collect a Gear Special Action Chip. It can be used as one of your 3 actions on a future turn. It allows you to collect any 1 Gear or Holy Object Tile from any room you want. Discard the chip after the action is used. Each player can only have 2 Gear Special Action Chips at one time. If your inventory is full, you can still use this action to swap a tile from your inventory with any flipped tile on the board.

Shuffle Monsters: All players get ready with devices pointed at board. Then the player who rolled the monster dice hits the "Shuffle Monsters" button in Boogle(TM). The monsters have now moved to new rooms. Boogle(TM) will reveal their new locations to all players.

Discard Item: Discard one tile from your inventory.

Haunted Object: Add a Haunted Object Tile from the stack by the Monster Guide Boards to the current room of the player who rolled the Monster Dice. That player's hunter is scared back to the Entrance Gate.

Grand Escape: When rolled, a Grand Escape is triggered! See details below.

Grand Escape

The haunted house has become unstable! This can happen in two ways. The elder gods of misfortune guide your dice roll to a Grand Escape icon, or three Haunted Objects are revealed on the board at the same time.

Once a Grand Escape is triggered, the race is on. The monsters in spectral form have escaped the haunted house board to haunt your house!

Once all the players are ready for this augmented reality event, the current player presses the Grand Escape button on Boogle(TM). Everyone now races around their house to find and blast the monsters back to the board. Use your Boogle(TM) blaster by holding your finger down on the crosshairs over a monster. The player who blasts the most monsters is rewarded the collection of up to two flipped Gear tiles or randomly selecting off the top of a stack. Players still can only have four tiles in their inventory; however, they can trade tiles if they wish. If a random selection reveals a Haunted Object, return it to the stack and flip another tile.

The Grand Escape winner also discards one Haunted Object Tile from the board to the side stack. Whether the Grand Escape is triggered by the Grand Escape icon on the Monster Dice or a third Haunted Object appearing on the board, the current player's turn is over. A Grand Escape cancels all other Monster Dice rolled. Once the Grand Escape is finished, play moves to the next player without the Monster Dice being rolled.

Example Turn

  1. Player A starts their turn in the Hallway.
  2. For their first action, they COLLECT the flipped fire extinguisher tile.
  3. For their second action, they MOVE to the bathroom.
  4. For their third and final action, they CATCH Sir Harry Chestershire who was hiding in the Bathroom, by using Boogle(TM).

Winning

The hunter who captures 3 monsters first is the winner, and Boogle(TM) will reward them with their soul! (Remember to read the terms of service before playing.)

Oops!

If a player needs to trigger a Shuffle Monsters or Grand Escape event but has accidentally moved play on Boogle(TM) to the next player, the next player can trigger those events for them. Once the events finish that next player just takes their turn as normal.

Non-Digital Version

If you'd like to play the version of the game that does not use the Boogle(TM) app, you'll be able to with a few modifications to the set-up and rules.

Monster Tombstone Tiles: Instead of placing the Monster Tombstone Tiles on the Monster Guide Boards, shuffle them up and randomly place one tile face up in each room at the start of the game. Let players view their placement for 30 seconds, and then flip them upside down. When using the Catch action, just flip over the Monster Tombstone Tile to reveal the monster you believe is there. Collect it if correct; flip it back over if you were incorrect. When using the Scan action, just flip over the tiles in your current room and all adjacent rooms secretly to yourself, then flip them back over.

Any time monsters need to be shuffled, the player who rolled the dice picks up all the remaining Monster Tombstone Tiles, shuffles them, and places them randomly face side up in individual rooms starting with the room where the next player is currently at. Keep placing tiles in player order and when coming back to the next player start placing them in adjacent rooms. Keep doing this until all remaining monsters have been placed. Let players review the monster's new rooms for 30 seconds and then flip them face side down.

Grand Escape Cards: Now you get to use those awesome Grand Escape Cards you've been wondering about. There is one card for each of the 12 monsters in the game. Divide them up evenly between the players. The players determine the boundaries on where the escaped monsters can go within the play area. So, for example, the players could decide that only the rooms downstairs of the house and in places that are not higher than the shortest player. The play area should contain rooms equal to the number of players plus the room with the Game Board. One at a time each player gets an equally agreed upon amount of time to go and hide their escaped monsters in their assigned room and return to the Game Board room. When they are hiding their monsters, the other players should keep their eyes shut. When all the escaped monsters are hidden, players begin the game. When a Grand Escape happens, everyone runs to find one of the hidden Grand Escape Cards. You cannot capture one of the monsters you hid. The first player to find a monster shouts out that they caught one. They win the Grand Escape and return the found Grand Escape Card back to the box. If any player finds a monster but isn't the first to call it out, they must place the card back to where it was. They cannot search that room on the next Grand Escape. If all the monsters of a player are found, the player returns to that room and hides their cards again.