The Monsters of Horrified

By: Dennis B. B. Taylor

The Monsters that Haunt Us

Monsters have always captivated our imaginations. From the ancient tales passed down through generations to the modern movies that send shivers down our spines, these creatures of the night have a way of both terrifying and intriguing us. But what is it about monsters that keeps us coming back for more?

When I think about monsters, I can’t help but wonder what lies beneath their frightening exteriors. Are they truly evil beings, or do they have their own pain and suffering? As we delve into the depths of the monster psyche, we begin to see that their monstrous forms may just be a twisted reflection of our own fears and insecurities.

Monsters serve as a reminder of the darker aspects of human nature. They represent the unknown, the uncontrollable, and the primal instincts that lie dormant within all of us. By confronting these monsters, we are forced to confront our own inner demons. While we may never come face to face with a literal monster, the challenges they represent can be just as real in our everyday lives.

Each monster has its own story to tell, its own symbolism to decipher. Take the vampire, for example. This seductive creature of the night feeds off the lifeblood of others, reflecting our own desires and the dangerous allure of temptation. And what about the werewolf, locked in a never-ending battle between his human and animal instincts? It’s a struggle many of us can relate to, as we navigate the complexities of our own identities.

Monsters also provide us with an escape from reality. In the midst of our mundane lives, they offer a thrilling glimpse into a world where the rules are different and the impossible becomes possible. Whether it’s a terrifying encounter with a ghost or a suspenseful chase with a serial killer, these experiences allow us to momentarily forget our own troubles and immerse ourselves in a thrilling, heart-pounding adventure.

But perhaps most importantly, monsters remind us of our own resilience. In the face of unimaginable horrors, the heroes of these stories are able to find the courage to fight back and overcome their fears. They teach us that even in our darkest moments, we have the strength within us to triumph over adversity.

So, the next time you find yourself enthralled by a monster-filled tale, remember that there is more to these creatures than meets the eye. Behind their terrifying visages lies a reflection of our own humanity, our own fears, and our own capacity for growth and transformation. Embrace the monsters that haunt you, and you may just discover something remarkable lurking in the shadows.

Hey there! I’ve got some fantastic information about the Monsters in your game, including tips on how to complete their tasks, defeat them, and even trigger their special powers.

But before we dive in, it’s important to read this section for every Monster in your game, plus the following details that apply to all games. Trust me, it’ll help you navigate this monster-filled adventure!

The Frenzied Monster

Now, these Monsters can get pretty worked up when you try to defeat them. There’s always one Monster that’s especially on edge – we call it the Frenzied Monster. To keep track of the Frenzy Order, start by placing the Frenzy marker on the Monster mat with the lowest Frenzy Order.

When you spot the Frenzy symbol on a Monster card, brace yourself! The Frenzied Monster will make its move and unleash an attack. Whoa, hold on! This means that the same Monster might move and attack twice in a single turn. Talk about intense!

When certain Events occur, they will direct me to place the Frenzy Marker on the next Monster. It’s like a game of tag – the Frenzy Marker jumps from one Monster to another, depending on their Frenzy Order. Let’s say the Frenzy Marker is currently on Dracula’s mat, which has a Frenzy Order of 1. If the Creature (Frenzy Order 4) and the Wolf Man (Frenzy Order 6) are also in my game, I would move the Frenzy Marker to the Creature’s mat.

But what if there are no Monsters with a higher Frenzy Order? In that case, I would place the Frenzy Marker on the Monster mat with the lowest Frenzy Order. And if there are no other Monsters left in the game, the Frenzy Marker stays on the same Monster.

Keep in mind: There will always be one Frenzied Monster throughout the game. This Monster will be more active, as they will attack each time the Frenzy symbol or their own symbol appears on a Monster card.

When a Hero triumphs

When I defeat a Monster in the game, they’re out of the picture. I don’t have to worry about their Events or Monster Strikes anymore. I simply remove the Monster’s figure and location overlay from the board. If the defeated Monster had the Frenzy Marker, I follow the rules to place it on the next Monster.

Now here’s the fun part: if there were any Items on the Monster mat, like the Wolf Man or the Invisible Man, I put those Items in the discard pile. Then, I gather up all of the Monster’s stuff, including their mat, figure, and tokens, and tuck them away in the box. If I happen to have one of the Monster’s tokens as a Hero, like a Soul sign or Hunted emblem, that goes back in the box too.

Water Spaces

Hey there! Let’s talk about the different water spaces that you’ll encounter on the board: the Lagoon, the River, and the Waterfront. These spaces are special because only the Creature can move to them or start from there.

Now, when the Creature decides to strike, it’s important to pay attention to these water spaces. We need to consider them when figuring out who is closest to the Creature and what the shortest path to their target might be.

Advance: Find the Hidden Lair

Alright, folks, here’s the deal. The Heroes have a mission to find the Creature’s hidden lair, and they’re going to need to embark on an expedition aboard the Rita. This boat will take them on a journey to explore the Lagoon and uncover the lair.

When the Heroes are at the Camp, they have the option to take the Advance action. This action allows them to search the Lagoon and get closer to finding that hidden lair. So, keep your eyes open and be ready to dive into the adventure!

When you’re playing this game, there’s a special rule that involves moving the Boat on the Creature’s mat. It’s called “Discarding an Item.” What you do is you choose one Item of any color and get rid of it. Then, you move the Boat to the next space with that same color. The trick is to carefully choose which color to discard, so you can move the Boat further into the lagoon and finish the task faster.

Remember, the final blue X on the mat represents the Creature’s Lair. To complete the task, the very last Item you discard has to be blue. That’s the only way to finish.

Oh, and one more thing: be careful! The Boat can actually move off the Lair. This happens when the Creature uses its special power, called “Creature’s Power.” Keep an eye out for that.

Now, let’s talk about defeating the Creature. If the Boat is at the Lair, there’s a way to defeat the Creature and drive it away. To do this, you need a Hero standing in the same space as the Creature. Once you have that, take the Defeat action.

When it comes to defeating the Creature, you need to discard one red Item, one blue Item, and one yellow Item. It doesn’t matter how strong the Items are. As long as you follow this rule, you’ve successfully defeated the Creature!

Lastly, let’s talk about the Creature’s Power called “Rock the Boat.”

When I attack with the Creature, if I roll the Power symbol, something interesting happens – the boat starts rocking. Each Power symbol I roll makes the boat move backward. But wait! If the boat is already at the Start, it doesn’t go anywhere. The Power doesn’t have any effect.

Now, here’s the tricky part. If the Power moves the boat off of the Lair, that’s bad news. I can’t defeat the Creature if that happens. In order to give it another shot, one of my Heroes needs to take the Advance action. That will move the boat back to the Lair. Only then can we defeat the Creature.

Advance: Break the Coffins

I need to find and break Dracula’s four Coffins scattered around the village. If I’m in a space with a Coffin, I can take the Advance action to smash it.

To break a Coffin, I have to discard any red Items with a combined strength of 6 or more. Once I’ve done that, I flip the Coffin to show that it’s been smashed and place it on Dracula’s mat in the corresponding spot.

Note: Coffins are not Items and I can’t pick them up.

Defeat: Overpower Him

If all four Coffins are on Dracula’s mat, I have a chance to defeat Dracula by overpowering him. I have to be in the same space as Dracula to take the Defeat action.

To defeat Dracula, I need to discard any yellow Items with a total strength of 6 or more. That’s how I can overcome the vampire and emerge victorious!

Power: Dark Enchantment

If I roll the Power symbol during Dracula’s attack, something interesting happens. Dracula has this power to charm a Hero and bring them to him. So, what he does is, he takes the Hero of the player currently playing and places them in his space. But here’s the catch – if the Hero is already in Dracula’s space, then nothing happens, Dracula’s power won’t work. It’s like a trick that only works once.

Oh, and just to clarify, when I say “current player’s Hero,” I mean the Hero controlled by the player who is currently taking their turn. It might not be the same one that Dracula just attacked. It can be any Hero under the control of the player who is playing at the moment.

Here’s an example to help you understand better: Let’s say there’s a Hero hanging out at the Camp. This Hero decides to take the Advance action and gets rid of a blue item. As a result, they get to move their Boat to the next blue spot on the lagoon path of the Creature’s mat.

If this Hero takes another Advance action and uses yet another blue item, the Boat will reach the Lair. And that’s when things get really interesting because Dracula’s power won’t be able to stop any Hero from defeating the Creature at that point. It’s like a game within a game, you see?

I hope this clears things up a bit. Just remember, Dracula has this power to charm a Hero and bring them to him, but he can only do it once during his attack. And that’s how the game goes!

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Did you know that Frankenstein isn’t actually the name of the big, scary creature? It’s actually the name of the scientist who made him! But because there are so many of these Monsters scaring people in the village, everyone just started calling them “Frankenstein” and “the Bride.”

Meet the Monsters

Frankenstein and the Bride are two of the scariest Monsters around. And if you decide to play against them, you’ll have to face both of them! To beat them, you have to teach them how to be human so they can live happily together.

But be careful! If they see each other before you’re done with your task, they’ll get really angry.

If Frankenstein and the Bride end up in the same place before you finish, the Terror Level goes up by one. Frankenstein goes to the Graveyard, and the Bride goes to the Dungeon. This might happen more than once in a game.

A Tale of Monster Struggles and Frenzied Tendencies

Hey there! Did you know that Frankenstein and the Bride have their own special Monster symbols? Yeah, it’s true! In fact, they’re treated as separate Monsters when it comes to these things called Monster Strikes.

But here’s the catch: if they happen to have this thing called a Frenzy Marker, only Frankenstein goes into a frenzy. Whenever the Frenzy symbol pops up, it’s Frankenstein who gets to move and attack, not the Bride. Talk about a wild ride!

Teaching the Monsters: An Adventure in Progress

So, let me tell you about this amazing task the Heroes have to take on: teaching Frankenstein and the Bride what it means to be human. Pretty noble, right?

But here’s the thing: these Monsters are quite different from each other. Frankenstein, for instance, needs yellow Items to enhance his humanity. He has to reach a humanity score of 11. On the other hand, the Bride, she’s all about the blue Items and strives for a humanity score of 8.

Now, how does this teaching gig work? Well, when a Hero ends up in the same space as Frankenstein, they can take this cool action called “Advance”. They discard one of their trusty yellow Items and increase Frankenstein’s humanity score by the strength of that discarded Item. It’s like turning this dial on Frankenstein, pushing it clockwise. With every flick, he becomes just a bit more human.

If you want to control the movement of Frankenstein, you can move him in any direction for the same number of spaces. This is important because it allows you to delay his meeting with the Bride or bring them together when their scores are highest.

To make the Bride more human, a Hero can use the Advance action when they are in the same space as her. They can discard a blue Item and increase the Bride’s humanity score by the strength of the Item. This action will also cause the Bride’s dial to turn clockwise.

You can also move the Bride in any direction, up to the number of spaces equal to the strength of the discarded Item.

Once a Monster’s humanity score reaches its maximum (11 for Frankenstein and 8 for the Bride), their dial should be flipped over to show their face. It’s not necessary to have an exact number-it’s okay to go over the maximum. Once both dials are flipped over, Frankenstein and the Bride will be defeated when they meet.

Note: You can still move Frankenstein or the Bride if their dial has been flipped.

Defeated when they meet

Once I’ve taught Frankenstein and the Bride what it means to be human and they meet, they will live together peacefully and stop scaring the village.

When Frankenstein and the Bride are in the same space and both of their dials show their faces, they are defeated. You don’t have to take a Defeat action for this to happen.

Power: The Bride is coming

If the Power symbol is rolled when either Frankenstein or the Bride attacks, the Bride moves closer to Frankenstein. After resolving all hits, move the Bride one space towards Frankenstein for each Power symbol rolled.

Advance: Get Proof

I need to get proof to show the police that the Invisible Man is real. When I’m at the Precinct, I can take the Advance action to get the proof I need.

I can use any Item, as long as it matches one of the empty spots on the Invisible Man’s mat. I just need to put the Item on the matching spot.

Defeat: Trap Him

If all five spots on the Invisible Man’s mat are filled, I can defeat him by trapping him. I just need to be in the same space as the Invisible Man and take the Defeat action.

I can get rid of any red Items that add up to 9 or more in total. Once I do that, I’ve defeated the Invisible Man!

Power: Sneak Around

Let’s talk about what happens when the Invisible Man attacks and the Power symbol is rolled. When that happens, the Invisible Man goes after a Villager. Once all the hits are done, the Invisible Man moves closer to the closest Villager. The distance the Invisible Man moves is determined by the number of Power symbols rolled – two spaces for each symbol. But here’s the thing, if there are no Villagers on the board, then the Power doesn’t do anything.

Oh, and one more thing to keep in mind. The Invisible Man doesn’t attack the Villager right away. There’s a chance he might strike again later on in the turn. So, watch out!

I’ve got a puzzle for you! Can you use advanced actions to defeat the Invisible Man? Let’s find out!

Imagine this: a Hero at the Precinct decides to make a move. They use an Advance action and take an Item from the Barn. What’s neat is that this Item goes right onto the Invisible Man’s mat. Sneaky, right?

Now, let’s say that another Hero decides to follow suit and takes an Advance action as well. This time, they grab an Item from the Mansion. But here’s where the magic happens – any Hero, yes, ANY Hero, can now defeat the Invisible Man!

It’s all about the power of these advanced actions. They can totally turn the tables! Just remember, choose your actions wisely and think outside the box. You never know what hidden strategy might help you come out on top!

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The Reincarnated Soul

I believe that one of you is the reincarnated soul of my true love. I will try to draw you closer to me.

When we first encounter the Mummy, the player who is taking their turn at that moment will take the Soul sign, and their Hero will move closer to the Mummy. They will keep the Soul sign for the entire game.

Break the Curse

In order to break the curse of the Mummy, we must align all six Scarabs on the tablet. While we are at the Museum, one of us can take the Advance action to move the Scarabs. To do this, discard one yellow Item and then move the Scarabs the same number of times as the strength of the discarded Item.

A single move involves either sliding a Scarab to an adjacent spot or flipping a Scarab face up (this will be explained further in the instructions for the Mummy’s Power). Remember, you are not obligated to make the full number of moves.

Defeat: Entomb the Mummy

If all six Scarabs are face up and in their matching spots on the Mummy’s mat, you can defeat the Mummy by taking the Defeat action while standing in the same space as the Mummy.

Get rid of any red Items with a total strength of 9 or more. Congratulations, you’ve defeated the Mummy!

Power: Fortify The Curse

If the Power symbol shows up when the Mummy attacks, the curse is fortified. Flip over one Scarab for each Power symbol rolled.

Always start by flipping over the Scarab with the lowest number showing, whether it’s in the right spot or not. The Power has no effect if all the Scarabs are already face down.

A Scarab that’s face down can’t be moved, and the Mummy can’t be defeated if any Scarab is face down. When you choose to Advance, you can use one of your moves to flip a Scarab face up.

Hunted by the Wolf

In the world of werewolves, there is a fearsome Wolf Man who possesses the ability to foresee his next prey, known as the Hero. Once the Wolf Man has chosen his target, he becomes consumed by an irresistible urge to hunt them down.

When the Wolf Man Event is triggered for the first time, the player currently in control receives the Hunted emblem. At the same time, the Wolf Man starts moving towards the Hero of that player. This Hunted emblem remains with the player for the remainder of the game.

Advance: Discover the Cure

Our brave Heroes are faced with the formidable task of finding a cure for lycanthropy. This can only be achieved by carefully testing different ingredients and creating the elusive antidote. Inside the confines of the Laboratory, a Hero can take the Advance action to experiment with an ingredient.

During this action, the Hero will need to use a blue Item that matches an empty slot on the Wolf Man’s mat. If such a match is found, the Hero can then place the Item on the corresponding spot.

Once all six spots on the mat are filled, the player in control can claim the Cure from the mat. The Cure has the potential to be passed on to another Hero through the benevolent act of sharing.

Note: Don’t ignore the Cure to dodge a Monster attack.

Defeat: Cure Him

If you have the Cure, you can defeat the Wolf Man by giving it to him. To take the Defeat action, you must be in the same space as the Wolf Man.

Discard the Cure and any combination of red Items with a total strength of 6 or more. That’s how you defeat the Wolf Man!

Power: Vicious Bite

If the Power symbol appears when the Wolf Man attacks, he bites everyone in his space. This includes every Hero and Villager, even the person he just attacked. Each Power symbol represents one hit.

You can discard your Items to avoid being hit, just like usual. However, Villagers in the same space as the Wolf Man are immediately defeated.

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