Slaughterville
Slaughterville Rulebook
Table of Contents
Table of Contents
Game Overview
SLAUGHTERVILLE is a game in which 1-6 PLAYERS engage in an epic struggle to determine if they can survive the VILLAIN that has taken root in the town. PLAYERS will choose from a variety of horror movie staple CHARACTERS and journey through SLAUGHTERVILLE finding CLUES, fighting evil, and gaining helpful ITEMS and ALLIES along the way.
During each turn, the PLAYERS will interact with one of the many LOCATIONS in SLAUGHTERVILLE and hope that they avoid the notice of the VILLAIN until they are ready to take it down! PLAYERS will come face to face with horrors both natural and unnatural. Encounters at each LOCATION will either provide help or test the PLAYER'S skills. Does the PLAYER have the NERVE to stand up to their greatest fear, the PERCEPTION to find that vital CLUE, the AGILITY to run when necessary, or the COMBAT ability to take the fight to the forces of evil?
Components
SLAUGHTERVILLE comes with a variety of game pieces, cards, and mats used in the game.
PLAYER STARTING AREA: This contains the PLAYER'S STARTING AREA as well as information on the ACTIONS that can be performed at the PLAYER STARTING AREA. See the LOCATIONS section of the rules for even more information.
PLAYER CARDS: These cards contain the special abilities, stats, and archetype of the PLAYER.
VILLAIN STARTING AREA: These double-sided mats are used for the VILLAIN STARTING AREA and will contain information on the VILLAIN and PLAYER requirements for the game. See the VILLAIN Section of the Rules for more information.
VILLAIN CARDS: These cards will be used by the VILLAIN to torment the PLAYERS and achieve the VILLAIN goal. The VILLAIN cards also double as the VILLAIN'S life points, and once these cards are depleted, the PLAYERS win. Refer to each VILLAIN STARTING AREA for more detailed information.
LOCATION CARDS: These are used to allow the PLAYER to interact with the LOCATIONS of SLAUGHTERVILLE. EVENTS, ITEMS, and ALLIES await the PLAYER in these decks. Creatures both moral and damned may inhabit these decks.
DICE, PAWNS and TOKENS: Included are 6 different colored player pawns, 1 black villain pawn, 12 D6 dice, WOUND and CLUE tokens and a FIRST PLAYER token.
Component Card Breakdowns
Player Card Breakdown:
- This is the name of the character.
- These are the statistics of the character:
- Combat is the ability to fight.
- Agility is the ability to run from fights and escape.
- Nerve is how well the character can withstand the horrors.
- Perception is the knowledge and the character's ability to observe the surroundings and deduce information.
- Health determines how long the character has until they are another statistic.
- More information about the statistics will be explained on page 5.
- This is the image of the character.
- This is the character's special ability.
Villain Starting Area Breakdown: This is an explanation of the different sections of the VILLAIN STARTING AREA.
- This is the main image of the VILLAIN. It will also be represented on the back of the corresponding VILLAIN DECK. This way it is always clear which deck belongs to which VILLAIN.
- This is the VILLAIN rules section and it varies depending upon the VILLAIN. It contains the win condition for the player and the VILLAIN as well as any special abilities and FINAL COMBAT conditions if applicable.
Villain Card Breakdown: The VILLAIN Cards are in the VILLAIN DECKS.
- This is the title of the card.
- This is the card image.
- Some cards may have an ENEMY type. In the example shown, the ENEMY type is an ANIMAL. Certain abilities and ITEMS may have an effect based on the ENEMY type.
- This is the effect of the card.
Location Card Breakdown: Each LOCATION deck will have their own set of cards.
- This is the title of the card.
- This is the card image.
- This is the ENEMY type, if applicable.
- This is the type of card:
- EVENTS are the most common and will provide the main method of interaction. PLAYERS will read the event and follow the instructions.
- ALLY cards are the citizens of SLAUGHTERVILLE that may help the PLAYER.
- ITEMS are the helpful objects that become attached to the PLAYER.
- This is the ability of the card.
Setup
- Begin by taking the PLAYER STARTING AREA and placing it in the center of the table.
- Next, choose the PLAYER CHARACTERS and assign each PLAYER a colored pawn. PLAYERS may choose a CHARACTER to play or choose a RANDOM CHARACTER by shuffling and dealing a single CHARACTER to each PLAYER. They will keep the CHARACTER card in front of them and place their pawn in the PLAYER STARTING AREA.
- The PLAYERS will now choose a VILLAIN to face. The PLAYERS may choose one of the VILLAINS to face or select the VILLAIN RANDOMLY. Place the VILLAIN STARTING AREA to the Left of the PLAYER STARTING AREA. Place the black pawn in the VILLAIN STARTING AREA. Then take the appropriate VILLAIN DECK matching the VILLAIN STARTING AREA from the box and place it on the VILLAIN STARTING AREA. The back of the VILLAIN DECK will match the main image on the VILLAIN STARTING AREA.
- Next six LOCATIONS will be chosen. Start by looking at the VILLAIN STARTING AREA and determining if there are any mandatory LOCATIONS. The VILLAIN STARTING AREA may list a specific location that must be one of the 6 LOCATIONS. If there is a LOCATION listed on the VILLAIN STARTING AREA, place it on the table as the first LOCATION. Then shuffle the remaining LOCATION cards and deal five of them on top of each other. If no LOCATION is listed on the VILLAIN STARTING AREA, choose six LOCATIONS and deal them on top of each other. The maximum number of LOCATIONS is six.
- Lay the LOCATION MATS below the VILLAIN STARTING AREA and PLAYER STARTING AREA.
- Choose the corresponding LOCATION DECKS, each deck will have a card back that matches a LOCATION MAT. Shuffle each DECK and place it on its MAT.
- Place the DICE, CLUE tokens, and WOUND tokens within easy reach of all PLAYERS.
- The PLAYER who has most recently seen a horror movie is the FIRST PLAYER. Or roll a die. Or have a fight to the death. It's your game.
Turn Order
At the beginning of the turn, the PLAYER may ADJUST INVENTORY by switching EQUIPPED ITEMS with ITEMS in the INVENTORY. The PLAYER may then take up to 2 of the following ACTIONS in any order.
- MOVE: PLAYER can use an ACTION to move to a LOCATION, including the PLAYER STARTING AREA. If the VILLAIN is at the LOCATION, the PLAYER must immediately engage in a SINGLE COMBAT ROUND against the VILLAIN as a free ACTION. If there are any enemies on the LOCATION Deck, then the PLAYER must ENCOUNTER those enemies as a free ACTION.
- TRADE: PLAYERS can trade ITEMS, CLUES, or ALLIES with any PLAYER at their LOCATION.
- ENCOUNTER: PLAYER can ENCOUNTER the LOCATION by turning over a card. If the PLAYER spends a CLUE token, they may continue to ENCOUNTER the area.
After the First PLAYER has completed their turn, the play continues with the PLAYER on the left. Once all PLAYERS have completed their turns, then it is the VILLAIN'S turn."
Villain Turn
The VILLAIN'S ACTIONS are controlled by the FIRST PLAYER. The VILLAIN will first look at the VILLAIN STARTING AREA and perform any VILLAIN TURN abilities. These provide the VILLAIN with extra things to do on their turn. The VILLAIN then checks to see if there are any PLAYERS at the VILLAIN'S current LOCATION. If there are, the VILLAIN must engage in a SINGLE COMBAT ROUND against those PLAYERS. The FIRST PLAYER then draws a card from the VILLAIN DECK and reacts to the card. FINAL COMBAT overwrites the VILLAIN TURN and the rules for FINAL COMBAT must be followed on the VILLAIN Turn.
Once the VILLAIN TURN is complete, the FIRST PLAYER TOKEN passes to the PLAYER on the left and a new TURN begins.
Player Information
The PLAYERS are those unfortunate enough to have chosen to vacation in SLAUGHTERVILLE. The PLAYERS come with a set of attributes that are used to complete challenges, ESCAPE from monsters, and survive SLAUGHTERVILLE. PLAYERS will be given a CHARACTER card for their PLAYER that includes their starting stats and a SPECIAL ABILITY.
PLAYERS will often be asked to make checks in SLAUGHTERVILLE. Checks are tests against an attribute. For example, an event may have the PLAYER making an AGILITY check in order to ESCAPE an ENEMY or dodge. The PLAYER will roll the number of dice equal to their AGILITY value. In SLAUGHTERVILLE a SUCCESS on a die roll is a 5 or 6. So if the PLAYER rolled a 5 or a 6 on one of their AGILITY dice, the PLAYER would win that check.
COMBAT is used for fighting off the denizens of the dark. COMBAT is explained in the COMBAT section.
AGILITY is the ability to run or ESCAPE from situations. It is used not only in checks from an event card, but this ability is also needed in those instances when the PLAYER must ESCAPE from a COMBAT. ESCAPE will be explained in the COMBAT section.
NERVE is used to determine if the PLAYER can handle the current frightening situation. If the PLAYER FAILS a NERVE test, they will often PANIC. PANIC is a special ACTION that has the PLAYER roll for a Random LOCATION and move to that LOCATION. The PLAYER must also roll a 1D3 and discard that many ITEMS, ALLIES, or CLUES.
PERCEPTION is the PLAYER'S ability to notice their surroundings and the PLAYER'S knowledge of things arcane and unusual. This is often used to find the ever important CLUES needed to survive in SLAUGHTERVILLE.
HEALTH is the PLAYER'S life and can be reduced in many ways in SLAUGHTERVILLE. If a PLAYER ever loses all of their HEALTH, they are defeated.
CHARACTERS are also equipped with a SPECIAL ABILITY. In order to use this SPECIAL ABILITY, the CHARACTER must spend a CLUE token.
Random Player Selection
There may be times when a RANDOM PLAYER must be chosen. The PLAYERS can assign a number to the PLAYERS, roll a 1D6, and follow the result. The following chart may be used or the PLAYERS may develop their own decision making process.
| Number of Players | Number Assigned to Players |
|---|---|
| 2 Players | PLAYER 1: 1-3, PLAYER 2: 4-6 |
| 3 Players | PLAYER 1: 1-2, PLAYER 2: 3-4, PLAYER 3: 5-6 |
| 4 Players | PLAYER 1: 1, PLAYER 2: 2, PLAYER 3: 3, PLAYER 4: 4. Other results are ignored and the die is re-rolled. |
| 5 Players | PLAYER 1: 1, PLAYER 2: 2, PLAYER 3: 3, PLAYER 4: 4, PLAYER 5: 5. Other results are ignored and the die is re-rolled. |
| 6 Players | PLAYER 1: 1, PLAYER 2: 2, PLAYER 3: 3, PLAYER 4: 4, PLAYER 5: 5, PLAYER 6: 6. |
Items
ITEMS are scattered all around SLAUGHTERVILLE. They are noted by the ITEM keyword. They can range from helpful ITEMS such as the Pistol or Scythe to the Artifact of Doom!! A PLAYER may have any number of ITEMS in their inventory. However, they may only have 2 ITEMS on hand (equipped) at a time. At the beginning of a turn (turn order is explained on page 4), the PLAYER may switch ITEMS in their inventory with those on hand. Only those equipped ITEMS count toward increasing the attributes.
Events
These are the primary interactions in SLAUGHTERVILLE. EVENTS will lead you down the path and provide interesting interactions with the citizens and horrors of SLAUGHTERVILLE. Many EVENTS will have a single ACTION such as performing a check. Others will have a branching path which adds to the replayability of SLAUGHTERVILLE. For instance, you find a set of Bloody Footprints. Does this lead to a valuable CLUE or to an ENEMY? At these times, you will be asked to roll a 1D6. This means taking a six-sided die, rolling it, and comparing the result to the choices listed on the card. From that point, follow the ACTIONS as directed.
Allies
These special people are the citizens of SLAUGHTERVILLE who are either in trouble or have decided to fight back against the darkness. ALLIES can convey a bonus to the PLAYER (and sometimes to the VILLAIN) as long as that ALLY is with the PLAYER. ALLIES will have the keyword ALLY as their card type. The PLAYER may have any number of ALLIES attached to their CHARACTER. When a card or VILLAIN effect has a PLAYER discarding an ALLY, that ALLY is returned to their respective discard piles unless otherwise stated on the VILLAIN card.
Clues
CLUES are those special little notes, bloody weapons, or other ITEMS that otherwise can lead to the discovery of the VILLAIN. The main way to gain CLUES is through COMBAT. For each successful COMBAT ENCOUNTER (excluding the SINGLE COMBAT ROUND) where an ENEMY is defeated, the PLAYER gains some insight into the nature of the VILLAIN via a CLUE. PLAYERS can acquire CLUES via a check that is listed on the different cards. The PLAYERS will be asked to perform these checks and, if they are successful, then the PLAYER finds a CLUE. There is no limit to the number of CLUES that a PLAYER may possess.
CLUES may be spent in order to perform a variety of ACTIONS. Spending a CLUE does not cost the PLAYER an ACTION. The PLAYER can spend a CLUE to:
- Use their SPECIAL ABILITY on their card.
- To meet certain requirements for the VILLAIN.
- To ENCOUNTER a LOCATION.
- To HEAL the CHARACTER for 1D3 HEALTH.
- To instantly ESCAPE from a COMBAT without losing ITEMS.
A PLAYER may spend any number of CLUES on their turn.
Skill Checks
PLAYERS will often perform checks in SLAUGHTERVILLE. These checks may be to defeat ENEMIES or to open secret compartments to find ITEMS or CLUES! Non-COMBAT checks will list the attribute that needs to be tested. For instance, a card may require a PLAYER to make an AGILITY check. The PLAYER will then count their AGILITY skill, including any modifiers. The PLAYER will roll that many six-sided dice. Every die that rolls a 5 or 6 is considered a SUCCESS. Non-COMBAT checks only need a single SUCCESS to be completed. COMBAT checks will be explained in the COMBAT section.
Panic
At times when a PLAYER FAILS a check, that PLAYER may have to PANIC. To PANIC, the PLAYER will roll 1D6 for a RANDOM LOCATION and then move to that LOCATION. In addition to moving, the PLAYER must also roll 1D3 and discard that many ITEMS, CLUES, or ALLIES in any combination. If the PLAYER cannot meet this requirement, the remainder of the roll must be taken as DAMAGE.
Villains
While the PLAYERS are attempting to accomplish their goals, the VILLAIN will be attempting to complete another goal. The VILLAIN card will contain a set of WIN CONDITIONS for the PLAYER and VILLAIN.
If the VILLAIN manages to SUCCEED before the PLAYER, then the VILLAIN wins and darkness falls on SLAUGHTERVILLE.
VILLAINS will be given their own deck of cards which serves as both the HEALTH of the VILLAIN and as a timer for the VILLAIN to complete their goal. If the VILLAIN DECK is ever empty, the VILLAIN is said to have been DEFEATED. The goals for the VILLAIN are varied and are explained on the VILLAIN STARTING AREA.
The VILLAIN STARTING AREA may also list an ACTION called FINAL COMBAT. This means that the PLAYERS and the VILLAIN must engage in an all or nothing battle to decide the fate of SLAUGHTERVILLE. The FINAL COMBAT will be explained in the FINAL COMBAT section.
Locations
There are a variety of LOCATIONS in SLAUGHTERVILLE. Each LOCATION has a unique deck that contains ALLIES, ITEMS, and EVENTS for the PLAYER to experience. On each turn, the PLAYER may spend an ACTION to move to any LOCATION or decide to stay in their current LOCATION to ENCOUNTER that LOCATION (draw a card from the LOCATION deck). If a LOCATION deck ever runs out of cards, then shuffle the discard pile back into the LOCATION'S deck. If the text on a LOCATION card contradicts the rules, the card takes precedence.
When ENCOUNTERING a LOCATION, PLAYERS will often be called to Roll 1D6 or 1D3. What this means is to take a six sided die and roll the die. For instance, in the 1D6, you take the die, roll, and apply the result. However, the 1D3 requires the PLAYER to roll a six sided die and cut the number in half, rounding up. You can also use this chart for simple reference:
| Six Sided Die Result | 1D3 Result |
|---|---|
| 1-2 | 1 |
| 3-4 | 2 |
| 5-6 | 3 |
PLAYERS may ENCOUNTER an ENEMY that is not the VILLAIN at a LOCATION. If the ENEMY is not defeated, then the ENEMY stays on top of the LOCATION'S deck for the next PLAYER that enters the LOCATION. Since this ENEMY was already discovered, ENCOUNTERING it does not take an ACTION. All ENEMIES must be cleared from the top of the deck before a LOCATION can be ENCOUNTERED.
When the VILLAIN card or other cards require the PLAYER to choose a RANDOM LOCATION, Roll 1D6. Begin with the leftmost LOCATION (LOCATION 1) and count to the right until the number is reached. That is the chosen LOCATION.
When a card calls for a PLAYER to interact with an adjacent LOCATION, this means any LOCATION that is directly connected to the LOCATION. For these purposes, the VILLAIN STARTING AREA and the PLAYER STARTING AREA are considered adjacent to all LOCATIONS.
PLAYER STARTING AREA: A PLAYER may travel to the PLAYER STARTING AREA in order to heal. To heal, the PLAYER must spend an ACTION to gain 1D3 HEALTH. The VILLAIN is not able to enter the PLAYER STARTING AREA and the PLAYER cannot engage in a SINGLE COMBAT ROUND against the VILLAIN while in the PLAYER STARTING AREA. If the VILLAIN card would cause the PLAYER in the PLAYER STARTING AREA to have a SINGLE COMBAT ROUND, then the VILLAIN COMBATS the PLAYER in the LEFTMOST LOCATION. If there are no PLAYERS that can meet this requirement, then the COMBAT does not occur. If there is a card effect that causes a PLAYER to go to another LOCATION, the PLAYER is moved to that LOCATION and is no longer under the protection of the PLAYER STARTING AREA.
Combat
PLAYERS will be forced to enter COMBAT. The PLAYER and the ENEMY will count the number of dice listed for their COMBAT score plus any modifiers. The PLAYER and ENEMY will roll their dice and count the number of dice that have rolled a 5 or 6 as a SUCCESS. The one with the most SUCCESSES wins the COMBAT ACTION. DAMAGE is given out as the difference between the winner's number of SUCCESSES and the loser's number of SUCCESSES. For instance, if PLAYER 1 rolls 4 SUCCESSES versus an ENEMY'S 2 SUCCESSES, the ENEMY would take 2 DAMAGE. In the case of ENEMIES in the LOCATION DECKS, winning the COMBAT ACTION is enough to defeat the ENEMY. The VILLAIN, however, will take DAMAGE in the form of overturning cards from the VILLAIN DECK based on the difference. In this instance, the VILLAIN would overturn 2 cards. Some VILLAINS have a special ACTION that can be performed instead of dealing or receiving DAMAGE. In those cases, the VILLAIN'S ability takes precedence over the rules listed here.
If the PLAYER loses or ties the COMBAT ACTION, after taking DAMAGE they may choose to continue the COMBAT ACTION or ESCAPE. If the PLAYER decides to continue the COMBAT ACTION, then dice are rolled once more and the DAMAGE is applied as stated above. The PLAYER will then have another chance to ESCAPE or repeat the COMBAT ACTION.
Escape
To ESCAPE from COMBAT, the PLAYER rolls their AGILITY skill. If there is a SUCCESS, then the PLAYER has ESCAPED. The PLAYER may also spend a CLUE to ESCAPE at any time during COMBAT. On a SUCCESSFUL ESCAPE, the PLAYER must move to an ADJACENT LOCATION. If the PLAYER FAILS to ESCAPE, then the COMBAT ACTION must be continued. The PLAYER may attempt to ESCAPE at the end of each COMBAT ACTION.
If the PLAYER either ESCAPES or loses the COMBAT and the ENEMY is not killed, the ENEMY remains face up on top of the LOCATION'S deck and must be encountered by the next PLAYER before the PLAYER can enter the LOCATION. If the ENEMY came from the VILLAIN DECK, place the ENEMY on the LOCATION deck of the PLAYER who encountered the ENEMY. Encountering this ENEMY does not take an ACTION as it was already discovered. If the ENEMY was from the VILLAIN DECK, then place the ENEMY on the top of the LOCATION DECK of the PLAYER who had ENCOUNTERED it. More than one ENEMY may be placed on each LOCATION and each ENEMY must be defeated before the PLAYER can EXPLORE the LOCATION.
Single Combat Round
Much to the terror and dread of the PLAYERS, the VILLAIN and PLAYER will engage in a SINGLE COMBAT ROUND. When this happens, the COMBAT dice are rolled as if it were a normal COMBAT. The one who loses the SINGLE COMBAT ROUND, VILLAIN or PLAYER, will not only take DAMAGE but must also move their pawn to their STARTING AREA and end their current turn. For example, if the VILLAIN rolls 3 SUCCESSES while the PLAYER rolls 2 SUCCESSES, the PLAYER takes 1 DAMAGE and must move to the PLAYER STARTING AREA. This loss ends the PLAYER'S current turn. If there is ever a TIE in the SINGLE COMBAT ROUND, then both PLAYER and VILLAIN must return to their STARTING AREA. The FINAL COMBAT is exempt from this ruling and will be explained in the FINAL COMBAT section.
Final Combat
Some VILLAINS will require the PLAYERS and the VILLAIN to engage in FINAL COMBAT. The PLAYERS and VILLAINS are moved to the VILLAIN STARTING AREA (unless otherwise noted on the VILLAIN STARTING AREA). The VILLAIN will have a section on their VILLAIN STARTING AREA labeled FINAL COMBAT which gives special rules that must be followed. Play will begin with the FIRST PLAYER and go through the following steps:
- The PLAYER must make a choice of a single ACTION. They can:
- Engage in a COMBAT round against the VILLAIN and apply DAMAGE as normal.
- Use equipped cards.
- Equip ITEMS in their inventory.
- Trade ITEMS.
- Heal 1D3 DAMAGE.
- Play passes to the next PLAYER.
- Once all of the PLAYERS have taken their turn, the VILLAIN is allowed to act.
VILLAINS may have a FINAL COMBAT Ability that would trigger once all PLAYER turns have ended. The FIRST PLAYER controls all VILLAIN ACTIONS. The new FIRST PLAYER is chosen and turns repeat until the VILLAIN or PLAYERS are defeated. The PLAYERS and the VILLAIN remain in the VILLAIN STARTING AREA until either the VILLAIN or the PLAYERS are defeated.