With a faint creaking of floorboards, Michael entered the room. All of the other players looked up with a sigh of relief… except Brian, who had his usual look of scorn about him.
“Come on, Buff. That’s the fifth time you’ve gone out searching for phantom noises”, Brain said with a look of disgust. “We really need to get these plays finalized.”
“Shut up, Bri!!” Michael yelled, more out of annoyance of the use of his nick-name than anything else. “I know the game against Central is important. I just want to make certain that none of their players are trying to spy on us. There are secret passages all over this old house that they could be hiding in. We need this win to get into the state championship and if we can get these plays down, I know we can do it.”
“Why don’t both of you just calm down,” commented Goose. “We came out here to the old Hermon place because we knew no one would even think to come here. After all those mysterious disappearances a few years back, no one’s going to make the hike up here to see if there’s anything going on. Central’s never going to know what hit them.”
“Goose is right,” interjected Greg. “Kurt’s got some great stuff down already. We get these last few plays finished and we’ll easily hand Central their collective heads. Just imagine, going for a State Championship for the first time in over 35 years. I hear the cheerleaders have an extra special reward in store for us if we…”
SLAM!!!
Suddenly the door burst open and light flooded into the old dining room. “Hey, what are you kids doing in here?!” shouted Sheriff Pence. “You guys know this is private property and off limits to everyone. Heck, I think it’s still considered a crime scene with the Federal Bureau down in Springfield.”
“Come on Sheriff. You know there’s nothing wrong with this place,” Brian said. “The five of us just needed a place to gather and get some stuff together before the big game next week. We even brought supplies to protect ourselves should something go wrong.”
“Five?” stated Sheriff Pence. “I only see four of you.”
Everyone looked around. Michael was gone again. They’d have not thought a thing about it had it not been for the distant scream and the hollow THUD! that echoed through the house.
“Just great!!” sighed Brian. “There goes our star quarterback…”
Background:
A chance gathering on cursed ground has awakened an ancient evil. Rumors abound as to what causes the recurring terror at the old Hermon place. Some say the place is haunted and evil Spirits are to blame for the slayings. Others claim an Occultist group has a hand in the carnage. The police have never even been able to rule out a Slasher-type serial killer either.
One thing is certain: the wanton destruction of human life is not appreciated by the area’s “less than human” populace. Considering the dwindling food supply, Vampires, Werewolves and Zombies have joined forces to stop this evil once and for all. Citizens of the small town are again caught in the middle of a battle between powerful forces and regardless of which side wins… the humans lose!
Objective:
Each player aims to defeat the other.
Army Size:
Two-player game; 300 point armies; three actions per turn. Determine the first player per the HorrorClix rules. That player then decides if they want their army to be composed entirely of monsters with the Slasher, Occultist, or Spirit keywords, or if they want their army to be composed entirely of monsters with the Vampire, Werewolf, or Zombie keywords. Whichever army composition they choose, the other player must choose the remaining composition.
Time Limit: 60 minutes
Map: Haunted Mansion (Starter Set)
Setup:
Before the game begins, each player may choose to include one Secret Passage plot twist card when building their plot twist crypt. Players may only contribute victims with the following archtypes to the victim pool: Jock, Sheriff, Boyfriend or Cop.
Special Scenario Rules:
1. I SAID We Shouldn’t Have Come Here! Any damage dealt by a plot twist card is unpreventable damage, instead of the damage type it is listed as, if any.
2. ANOTHER Bookcase: After playing a Secret Passage plot twist card, do not remove it from the game. Instead, roll a d6. On a result of 3–6, return the card to your crypt. On a result of 1–2, remove it from the game.
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