RulesPal
Chat
Rulebook
Sally Face: Strange Nightmares thumbnail

Sally Face: Strange Nightmares

Sally Face: Strange Nightmares Rulebook

Table of Contents

Table of Contents

  • Components
  • Setup
  • How To Win
  • How To Lose
  • Gameplay
    • First Turn Only
    • 1. Reveal
      • Story Card
      • Finale
    • Mystery Card
    • Rune Effects
    • Place at a Location
    • Failing a Mystery
    • 2. Refresh
    • 3. Roll
    • 4. Act
      • Solve Mystery and Finale Cards
  • Glossary

Components

    1. Addison Apartments (Floors 1-5)
    1. Treehouse
    1. Apartment Room
    1. Nockfell High
    1. Temple
    1. 1 Corruption tracker
    1. 1 Corruption token
    1. 1 Consecration token
    1. 5 Character standees
    1. 5 Character boards
    1. 5 Curse cards

Story packs

    1. Story 1: Another Dead Body — 21 Story cards, 5 Mystery cards, 8 Finale cards, 5 Character dice, 5 Floor Ability cards
    1. Story 2: Ghost Stories — 20 Story cards, 5 Mystery cards, 8 Finale cards, 5 Item cards, 5 Floor Ability cards
    1. Story 3: Meat the Neighbors — 23 Story cards, 5 Mystery cards, 9 Finale cards, 5 Item cards, 5 Floor Ability cards
    1. Story 4: Sally Face and the Temple of Doom — 23 Story cards, 9 Mystery cards, 10 Finale cards, 5 Item cards, 5 Upgraded Starting Item cards, 6 Cultist standees

Setup

When you set up for the first time, follow the steps below.

1. Create the Apartment

  • Place the 5 Apartment Floors sequentially in the center of the play space, placing the 1st Floor at the bottom and 5th Floor at the top.

2. Choose Your Character

  • Each player picks a character and takes the corresponding Character board, standee and stand, Curse card, Starting Item card, and 1 Character Charge token.
  • Place your Character on the elevator of the Floor shown on their Character board.
  • Place the Character Charge token color side up and leave the other Charge token off to the side.
  • Rotate your Character's tracking dials for Health (heart icon) and Sanity (brain icon) to 15.

3. Prepare the Cards and Trackers

  • Place the Base Mystery Deck (20 cards) face down next to the Apartment.
  • Place the Base Item Deck (10 cards) face down next to the Apartment.
  • Place the Corruption tracker with the Corruption token on zero.
  • Place the Consecration token on the Corruption tracker.

4. Separate the Component Piles

  • Place the Progress cubes, Cops, Corrupted Spirits, Cultists, Ghost die, and Insanity die next to the Apartment within easy reach of all players.

5. Choose First Player

  • Whoever last ate a bologna sandwich is the starting player (otherwise chosen randomly) and is given the 6 Ability dice.

6. Choose the Story

Sally Face: Strange Nightmares is separated into multiple stories. Stories can be played in any order, but we recommend playing them chronologically the first time through the game, starting with "Another Dead Body".

Open the chosen Story pack and identify all of the components. The steps below will generally cover Story-based setup, though more specific directions will be given in each Story pack.

  1. Place the Story deck face down next to the apartment, but DO NOT SHUFFLE it.
  2. Shuffle the new Mystery cards into the Base Mystery deck.
  3. Shuffle the Finale cards and place the deck next to the Apartment face down.
  4. Shuffle the new Item cards into the Base Item deck.
  5. If the Story includes Floor Ability cards, replace the current ones with the new ones.
  6. Place the game boards associated with the Story next to the Apartment.
  7. Hand out any new components to the respective players.

How To Win

Players must work together to solve Mysteries and complete the Story deck. Each Story presents a different challenge, taking players on a terrifying journey through the world of Sally Face. Complete each Story's goals to win. By the end of each Story, you've either won or are doomed to repeat the horrific events again.

How To Lose

During your efforts to overcome the tribulations of each Story, you'll find the Corruption of the Red Eyed Demon has taken root in your mind and soul, slowly claiming your existence.

If a single player's Health (heart icon) and/or Sanity (brain icon) reaches 0, you do not lose! (See page 8, Ghost and Insanity Dice)

However, if ALL players have become either a Ghost (Health = 0) or Insane (Sanity = 0), reality crumbles and the game is lost.

If the Corruption tracker ever reaches 20, the game ends immediately. (See page 7, Corruption)

Corruption tracker graphic: spaces 1 to 19, then GAME OVER; the legend reads "Draw an Item card" and "Suffer your Curse" (see Corruption).

Work as a team and make sure everyone is heard! Only a strong team prevails. — Tips

Gameplay

During your turn, you are considered the active player.

A turn consists of:

  1. Reveal
  2. Refresh
  3. Roll
  4. Act
  5. Pass

First Turn Only

On the starting player's first turn, flip the top card (#1) of the Story deck face up and place it in a pile next to the Story deck. This is considered the "current Story card".

Continue to step 1.b.

1. Reveal

At the start of each turn:

a. If the current Story card continue condition has NOT been met, reveal a Mystery card.

OR

b. If the continue condition HAS been met, reveal, read, and resolve the next Story card. Continue doing this until you reveal a Story card with a Stop icon. If a Story Mystery card is revealed, follow the rules for Mystery cards, and then reveal the next Story card.

Story Card

Diagram labels: Title; Story Text; Passive Effect; Continue Condition; Next.

Read and resolve the current Story card top to bottom. Follow all directions, and pay attention to any passive effects, which remain active until the next Story card is revealed.

  • Next (green arrow icon): Reveal the next Story card, then read and resolve all instructions on the card.
  • Stop (red icon): Do not reveal another Story card. If the conditions haven't been met, during the Reveal phase of the next player's turn, they will reveal a Mystery card and resolve it. This continues until the conditions to proceed have been met.

If the current Story card is a Story Mystery card, follow the Mystery card steps, then reveal the next Story card.

Continue revealing and resolving Story cards until the current Story card has a Stop icon. These cards provide a task you must accomplish in order to progress the Story.

Finale

If you manage to reach a Story's Finale, you'll be given new gameplay rules to follow. Read them carefully!

During the Finale, be sure to read and follow all directions on each of the Finale cards. If any cards say "At the start of your turn" make sure to perform all of them, one at a time, left to right.

At the end of each Story there's a terrifying Finale so stay healthy and sane! — Tips

Mystery Card

Diagram labels, in order: Story Mystery Icon; Rune; Location; Failure Penalty; Passive Effect; Mystery Requirement; Rune Effect.

Example card text printed on the diagram: "When solved, gain an Item." and "1. Remove 1 Progress from every other Mystery. 2. Place a Cop at your Location."

Rune Effects

When you reveal a Mystery card, first check the Rune. If it matches the Rune on any Mystery card currently at any Location, trigger the Rune effect of those cards.

NOTE: Do not trigger the Rune effect of the Mystery card just revealed. Only Mysteries already placed at a Location will have their Rune effects trigger.

Rune effects are triggered one at a time, top to bottom, left to right. Start with the 5th Floor and continue down to the 1st Floor. Then resolve any Rune effects triggered on Mystery cards on the other game boards, left to right on each board.

Place at a Location

After resolving Rune effects, the new Mystery card is placed at the indicated Location. Every Mystery card has an icon showing you where the card should be placed.

  • ??? (any location): Place the Mystery card at any location.
  • 402 (a specific floor): Place the Mystery card at the specific floor.
  • Nockfell High icon: Place the Mystery card at Nockfell High.
  • Temple icon: Place the Mystery card at Temple.

Mystery cards placed in the Apartment are based on the Room Number. Place them on the respective Floor, in either of the two available spots, and without regard for specific order or matching number.

Locations may only have 2 Mystery cards placed at them.

Failing a Mystery

If placing a new Mystery card would result in three Mystery cards at the same Location, one of the previous Mysteries at that Location fails and is discarded before placing the new Mystery card. Suffer the Corruption penalty shown on that Mystery card, then return any Progress cubes to the pile. If players cannot agree on which Mystery to fail, the active player makes the final decision.

  • Failing a Mystery card causes you to suffer Corruption as shown on that Mystery card. (See page 7, Corruption)

If you have to fail a Mystery, choose based on the severity of the Rune effect, or the Rune type itself to reduce the number of Rune effects triggered at one time.

NOTE: Story Mystery cards cannot fail and be discarded this way. In the rare instance that a Location is filled with Story Mystery cards, the third Mystery card would instead fail and be discarded, never to be placed.

2. Refresh

Flip your Charge token(s) from the exhausted side (gray) to the refreshed side (colored). (See page 8, Charge token)

3. Roll

Ability dice are used to solve Mysteries, activate Floor abilities, and to activate certain Items. Some cards will affect Ability dice and/or the number of rolls you can make. Pay close attention to the passive (purple text) effects and new rules that may show up on Mystery, Story, and Finale cards.

Roll the 6 Ability dice and any other dice applicable to the active player. This counts as your first roll.

If any dice show a Demon, set them aside; they may not be re-rolled, and are considered locked. If after rolling, you have at least three Demon results, trigger the active player's Curse. (See page 9, Curses)

You can roll all of your dice up to 3 times. You may stop rolling at any time and lock the dice. If you liked some of your results, you can set those aside and only roll the ones you didn't like again. During any roll, if you change your mind, you can roll any dice you set aside again, along with any that you still don't like.

If you like your roll results, you aren't required to roll again! It's okay to stop before you use all 3 of your rolls. — Tips

All dice must be rolled and locked BEFORE spending them.

Anything that costs dice, or effects triggered as a result of a roll are done so AFTER the dice are locked. This includes any Demon effects. (See page 11, Glossary)

Roll diagram: First Roll (six dice), Second Roll, Third Roll, with Keep arrows showing dice set aside after each roll.

Rolling three Demon results will trigger your Curse! It may be a good idea to stop rolling if you already have two Demon results. — Tips

4. Act

During the rest of your turn, you may perform any of these actions, any number of times, and in any order.

  • Solve - Add progress to Mystery and Finale cards
  • Move to a different Location
  • Activate a Location Ability (once per Location)
  • Activate an Item

Solve Mystery and Finale Cards

At your current Location, you may spend dice that match the Mystery Requirement to add Progress to a Mystery or Finale card. Each die spent this way converts to one Progress cube added to the card.

You will see 6 different symbols:

  • Arcana
  • Intellect
  • Might
  • Specialty
  • Sally Face
  • Demon

You may place Progress on more than one Mystery or Finale card each turn, unless otherwise specified. You do not need to solve a card in one turn; Progress cubes will remain on Mystery and Finale cards until they are solved or failed. Multiple characters can work towards solving the same Mystery or Finale card.

NOTE: All Enemies at the Location must be defeated before adding any Progress to Mysteries or Finales there.

Board example: a Mystery card with an Enemy (Cop) at its Location shown crossed out; the caption reads "You can't place any Progress on 'Malignant Migraine' until the Cops have been defeated."

When the number of Progress cubes are equal to the total Mystery Requirements, the Mystery is solved. Check for and resolve any rewards for solving that Mystery. Place that card into the Mystery discard pile next to the Mystery deck, and return any Progress cubes on the card to the pile.

Example: the "Peering Eyes" card shows "When solved, gain an Item." with a Mystery Requirement of 5 (Intellect) and the rune effects "1. Remove 1 Progress from every other Mystery. 2. Place a Cop at your Location."

Move

You may spend any locked dice, including Demon dice, to move your character to ANY Location. Each movement costs 1 die unless otherwise specified. Movement does not need to be to an adjacent location. Any number of characters, including enemies, may be at any Location, unless otherwise specified.

Board example: the Apartment floors with a character moving between Locations on the apartment boards.

NOTE: Each separate game board is considered a Location (1st Floor, 2nd Floor, 3rd Floor, 4th Floor, 5th Floor, Apartment Room, Nockfell High, Temple, etc.) In some rare situations, individual cards can be considered Locations. Players must be at the same Location as a Mystery in order to solve it.

Activate a Location Ability

You may only activate a Location ability if your character is at that Location. Each Location ability may only be activated once per turn, but you may use any number of different Location abilities each turn.

If there is any conflict between a Location ability and another effect of any kind (other than a Story card), the Location ability will take precedence. Story cards always take the highest precedence.

Don't forget about these powerful abilities. Especially the one that gives you a Consecration token! — Tips

Activate an Item

You may activate any number of your Items by spending the appropriate dice or Charge tokens. Passive type Items will tell you when they can be triggered. (See page 8, Items)

5. Pass

Once you are satisfied with the actions you've taken, you may end your turn. You do not have to spend all of your locked dice or Charge token(s) or activate any Items.

Play moves clockwise to the next player.

Corruption

The Red Eyed Demon has its eyes on you. This malignant force is proficient at causing suffering. It will stop at nothing to see your soul corrupted.

There are many sources of corruption, namely failing Mysteries, Rune effects, Story cards, Finale cards, and Finale rules.

For each corruption suffered, move the Corruption token up the Corruption tracker. If the Corruption tracker reaches 20, your soul is lost and so is the game.

When the Corruption token lands on or passes spaces marked with an Item (See page 8, Items) or a Curse (See page 9, Curses), trigger the respective effects in the order they were encountered. These triggers apply to the active player only.

Corruption tracker example: spaces 0, 2, 4, 6, 8, 10, 12. Space 2 is marked with an Item and space 4 with a Curse.

  1. The active player draws one Item and chooses a player to gain it.
  2. The active player triggers their Curse.

Consecration Token

A Consecration token may be earned through various means. When gained, place it on top of the Corruption token. If you would suffer any amount of Corruption while you have a Consecration token, instead discard that Consecration token and suffer no Corruption.

Corruption tracker example with the Consecration token placed on the tracker.

This is one of your best defenses against the Red Eyed Demon! Just one Consecration token will prevent all Corruption gained from a single source. — Tips

Health and Sanity

When you are instructed to lose Health or Sanity, track this change with your Character Board. Your Health and Sanity can't go above 15. Reaching 0 on either tracking dial does not mean you lose.

Ghost and Insanity Dice

When your Health is reduced to 0, you are considered a Ghost. When your Sanity is reduced to 0, you are considered Insane. You can be both a Ghost and Insane. If you are a Ghost or Insane, you must roll the appropriate die in addition to the Ability dice on your turn.

Ghost Die and Insanity Die shown.

If you are a Ghost and would lose Health, instead suffer Corruption.

Similarly, if you are Insane and would lose Sanity, instead suffer Corruption.

It is possible to gain Health and/or Sanity at the Treehouse and through other means. If you go above 0 the respective Ghost and/or Insane status is removed.

Be proactive! To avoid becoming a Ghost or going Insane, visit the Treehouse to keep your Health and Sanity levels up. — Tips

Charge Token

Each player starts with one Charge token, but can earn another one by completing the goal on their Character Board.

Charge tokens are used to activate Items at any time, unless otherwise specified. Indicate use by flipping a refreshed Charge token to its exhausted side. They are flipped to the colored side during the Refresh phase.

Charge token art shown for each of the four characters shown on this page (one per character).

Items

Players start with 1 Item, specific to the character they are playing. More items can be earned as rewards for completing some Mystery cards, and, more dangerously, by reaching specified spaces on the Corruption tracker. (See page 7, Corruption).

Items come in three types:

  • Passive: These Item abilities trigger based on the occurrence of specific situations. These types of Items can only be activated by the active player.
  • Die: These Item abilities are player-triggered by choosing to spend the associated locked dice, as listed by the Item. These types of Items can only be activated by the active player.
  • Charge: These Item abilities are player-triggered, by choosing to spend their refreshed (color) Charge token, flipping it to the exhausted (gray) side. Refreshed Charge tokens may be spent on other player's turns, allowing the effect to benefit that player.

Item card examples shown: "Haunted Game" (Passive), "Spirit Overloader" (Die), "Lucky Coin" (Charge).

Curses

Each character has been cursed by the Red Eyed Demon. Only the active player can trigger their Curse, unless otherwise specified. This occurs most frequently on the Corruption tracker (See page 7, Corruption), failing Mysteries, and by rolling 3 or more Demon results. Occasionally a Story card, Mystery card, or Finale card may also cause your Curse to trigger.

When a Curse is triggered, the active player follows all directions on their Curse card.

Curse card example: "Ash's Curse" — Effect: "Lose Health for each Enemy at your Location."

Locations

Each Location has its own set of rules written on the boards. Stories will let you know which Location boards to set up.

Board examples shown: the Addison Apartments floors, the Treehouse, the Apartment Room, Temple and Nockfell High.

Enemies

Cards and effects may instruct you to place one or more Enemies at your Location, a specific Location, or a Location of your choice. If there are no more Enemies of that type in the supply, you do not have to place any more of that Enemy.

Until all Enemies at a Location are defeated, you may not place Progress on any Mystery or Finale cards at that Location. Some abilities may override this restriction.

Each Enemy is defeated in their own specific way, and may also be defeated by using Items or other abilities.

Cops: A Cop is defeated and removed from a Location by discarding any one die from your locked dice, including Demon.

Corrupted Spirits: A Spirit is defeated and removed from a Location by losing two Sanity OR by spending an Arcana from your locked dice.

Cultists: A Cultist is defeated and removed from a Location by losing two Health OR by spending a Might from your locked dice.

If you can't defeat an Enemy, maybe you can use an Item to move them. Also, don't forget that other players can use items on your turn to help you out! — Tips

Glossary

Symbols

  • Sanity (brain icon)
  • Health (heart icon)
  • Corruption (red Demon-eye icon)
  • Consecration (printed as "Consecreation" in the source glossary; corrected here to the token's name) (blue seal icon)
  • Rune of Evolution
  • Rune of Death
  • Rune of Power
  • Rune of Shadow
  • Curse (Curse icon)
  • Stop (red stop-hand icon)
  • Keep Going (green NEXT arrow icon)
  • Attention (yellow warning triangle icon)
  • Any Location (??? icon)
  • Specific Location (402 icon)
  • Nockfell High (building icon)
  • Temple (icon)
  • Story card (open book icon)

Action Dice

Use these results to place a Progress cube on a Mystery, or pay for any ability that costs.

  • Arcana
  • Intellect
  • Might
  • Specialty

Use Specialty as the result shown on your Character Board. Each player has a different specialization:

  • Sal's Specialty = Might

  • Larry's Specialty = Might

  • Ash's Specialty = Arcana

  • Todd's Specialty = Intellect

  • Travis's Specialty = Arcana

  • Sally Face: This result is WILD and may be used as any result.

  • Demon: You may NOT re-roll a Demon, and if, after locking your dice, you have rolled 3 or more Demon, you must immediately trigger your Curse.

Character Dice

  • Gain Health
  • Gain Sanity
  • Counts as two Sally Face results
  • Counts as two Might results
  • Counts as Arcana and Intellect
  • Refresh your Charge token(s)
  • Trigger your Curse

Ghost and Insanity Dice

  • You may NOT re-roll this result. It counts as two Demon results.
  • All other players must lose Sanity
  • All other players must lose two Sanity
  • Move
  • Activate a Location Ability
  • Activate an Item
  • 5. Pass
  • Corruption
  • Consecration Token
  • Health and Sanity
  • Ghost and Insanity Dice
  • Charge Token
  • Items
  • Curses
  • Locations
  • Enemies
    1. 10 Character Charge tokens
    1. 5 Starting Item cards
    1. 20 Base Mystery cards
    1. 10 Base Item cards
    1. 6 Cop standees
    1. 6 Spirit standees
    1. 23 Standee stands
    1. 6 Ability dice
    1. 1 Insanity die
    1. 1 Ghost die
    1. 40 Progress cubes