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Page 1: Sample filecards on card stock paper to make sure they're durable. We recommend 65lb or more. For a slick, glossy look that is sure to impress that special guy or gal, try photo paper

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Page 2: Sample filecards on card stock paper to make sure they're durable. We recommend 65lb or more. For a slick, glossy look that is sure to impress that special guy or gal, try photo paper

CreditsAuthor: Chris Weedin

Editor: Kimberly Weedin

All Cover and Interior Artwork: Chris Caprile

Contributors: Al Morrison - many thanks for the rule suggestions and tweaks, Papa Midnight!!

Special Thanks: To God, in whom all things are possible; to Kimmy (and the rest of the family) for supporting the obsession; and finally, to all of the countless characters who have lost their lives, and continue to do so, so that the world may be safe from evil.

Copyright © 2006 Crucifiction Games, All Rights Reserved

Copyright Notice: No part of this book may be reproduced in any form or by any means without permission in writing from the publisher.

Permission to Print: Any purchaser of this book may print, photocopy or reproduce (for personal use only) the rules, paper mini figures, Horror Markers, Spin Cards and maps. In fact, if you don't, it ain't gonna be much fun.

Product Code: HR-MG2

* Author's Note: The makers of "Horror Rules" in no way condone the worship of or even a casual night out with any of the evil creatures, demonic beings or sinister demi-gods alluded to in this game or any of its supplements. We also don't condone wanton violence or destruction (in the real world) as an effective means of solving problems. In other words, it's just a game.

**WARNING**DON'T JUST PRINT THESE RULES!

Some of the pages inside require double-sided printing and other special handling. Read the “Getting Started” section before you print. You'll thank us!

Horror RulesTM books, Mini-Games and other bizarre yet entertaining things are published by Crucifiction Games, P.O. Box 654, Selah, WA 98942

www.crucifictiongames.com

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Page 3: Sample filecards on card stock paper to make sure they're durable. We recommend 65lb or more. For a slick, glossy look that is sure to impress that special guy or gal, try photo paper

Mini-GamesWelcome to the world of Horror Rules Mini-Games! This Mini-Game contains all the scares, all the action and all the fun of regular Horror RulesTM squished down into a neat, tidy little package. Inside you'll find everything you need to play – maps, miniatures, monsters, mayhem and the occasional mental breakdown. The rules are simplified (yeah, even more if you can believe it!) and streamlined, but still contain all the elements of horror and comedy you've come to know and demand from Horror Rules. Designed for fast and furious play, games can take as little as five minutes (or less) and require no experience with Horror Rules or other RPG's. Of course, for the die hards, we've also loaded this Mini-Game with plenty of optional rules (called “Rule Spins”) and advanced concepts to guarantee hours of terrifying fun – from campaigns to Skirmish rules and more! You can even use the maps and minis to play with the full rule set of the original Horror Rules, the Simply Horrible Roleplaying Game (Stats, Skills and other concepts are fully compatible). Now all you've gotta do is round up some victims (also known as “friends”), print out a few pages and you're ready to go. So get moving, get playing and let the madness begin.

Happy Horrors!

Core Rules, New Rules and Other Mini-GamesIf you're already the proud owner of another Horror Rules Mini-Game, you might find that you recognize a LOT of these rules. In fact, you might find that you recognize MOST of these rules. That's because you already HAVE most of the rules. Because we care, we include all the info you need to play in every Mini-Game we make – we call these our core rules and the nice thing about them is that you only have to buy one product in order to have everything you ever need to play. Nice, eh? However, in order to keep things fresh and lively, we also include some brand new rules in each and every Mini-Game (in addition to new Rule Spins, new Character and Bad Guy Minis, new maps, new counters, etc.). You will find these new rules

under the appropriately titled heading “New Rules” in either the Basic Rules or Skirmish Rules sections, as appropriate. New Rules do not conflict with previous Mini-Games (unless we really screw up) and are fully compatible both forwards and backwards. Yikes – now that we've said it, that sounds like a lot to promise... let's make that “will most likely be compatible.” There, that's better.

**Warning - You Are Going to DieIf you're planning on playing this game, you need to come to grips with the fact that you will lose Characters. Lots and LOTS of Characters. In Horror Rules Mini-Games your life and sanity frequently hang on a single roll of the die. (We like to think that's why they call it a “die.”) Why, you ask? Simple - we like it that way. We feel that it really builds suspense and tension into the game, much like the horror movies we draw on for our products. If you accept this fact right now, you'll have a lot of fun playing the game. If not, there's always Candyland.

Basic RulesThe Basic Rules contain... well... the basic rules. If you read this section and learn it well, you'll never need to know anything else to play this game. Except for addition. You will also need to know a little addition. But for that, you're on your own.

The Story of Bad BloodFor hundreds of years Vampires have lived in secret, dwelling in the darkness and shadows deep in the heart of the city. Preying on the lost, lonely and unwanted, the bloodsuckers kept their presence hidden by keeping their numbers small and killing selectively. Aided by the Blood Dolls, human servants fed on a grisly diet of Vampire blood, they lived as kings in the dark penthouses and old-money neighborhoods, keeping the city oblivious to the presence of the evil in its midst. Then, it happened – a blood borne virus from a far-off land was introduced into the population of the city. Fatal to humans, it had a far worse effect

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Page 4: Sample filecards on card stock paper to make sure they're durable. We recommend 65lb or more. For a slick, glossy look that is sure to impress that special guy or gal, try photo paper

on the nightstalkers – it drove them mad. Now, the clans are freed from the restraints of caution, patience and the drive for self-preservation. With their minds clouded by the bad blood that now courses through their veins, the blood hunters are cut loose on a frenzy of murder and destruction, feeding without restraint, hunting without ceasing, killing without mercy. The Vampires are on the prowl now, and they won't stop til they paint the town red. Of course, first they have to get through you...

Getting StartedIn order to get started with your Mini-Game, read the instructions below. Keep a dictionary on hand in case you find any words that you don't understand. Above all, be patient and don't fret – carnage will soon be your reward.

Game ContentsIncluded in this Mini-Game manual are all the things you'll ever need to play. You might want to throw in a bag of Doritos and a case of your favorite beverage, but that's up to you. Here's what you've got:

• Basic Rules• Skirmish Rules• Rule Spin Cards• Horror Markers• Skirmish Markers• Maps • Character Minis• Bad Guy Minis

Things You'll Need To Play Even Though We Said “Included In This Mini-Game Manual Are All the Things You'll Ever Need to Play”Okay, so we lied. Please forgive us. It just sounds so much better to say “Included in this Mini-Game manual are all the things you'll ever need to play” than “Included in this Mini-Game manual are almost all the things you'll ever need to play.” The good news is, it's only one thing:: one 10-sided die (or several), a.k.a. “D10”.

Printing and Assembling InstructionsIn order to play, you will need to print, cut out and, in some cases, assemble the various contents listed above. If you are under 6, you might want to get an adult to help you. If you are under 3, then put this down immediately – it's no game for an infant! For all of the various components, you'll want to print your cards on card stock paper to make sure they're durable. We recommend 65lb or more. For a slick, glossy look that is sure to impress that special guy or gal, try photo paper.

1. Paper ForgeTM Character Minis – Character Minis are found on page 39. There are 6 different minis, one for each Character Type. There are 4 of each Character, 2 with stats and 2 without (so you can make your own

Characters – see the Rule Spin “Custom Characters”). To assemble your Character Minis, just print the page, cut out each character and fold along the lines provided. Tape or glue the bottom flaps together (use a paper clip to hold the flaps while gluing). See the pictures above for a hint.

2. Horror Markers – Horror Markers are found on pages 25-26. They have a front and back side. You will need to print them as double-sided, either by using a double-sided printing option on your printer or by first printing one side, then re-inserting the same page (face up) and printing the back side. Once properly printed, cut out the markers along the lines provided.

3. Rule Spin Cards – Rule Spins are found on page 27-28. They have a front side only, so just print the page and cut out the cards along the lines provided.

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A finished mini

Character Mini undergoing gluing

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Page 5: Sample filecards on card stock paper to make sure they're durable. We recommend 65lb or more. For a slick, glossy look that is sure to impress that special guy or gal, try photo paper

4. Maps – The overall map is made up of eight sections labeled A through H, which are found on pages 31-38. For the Basic Rules you will only need two sections, and it just makes sense to start with A and B. Feel free to change up later and use B and C, C and D or even A and E. Whichever sections you choose, you will need to print them both, trim off the white border around the outside and tape them together. For some of the Rule Spins you might use more map sections (see Rule Spins) and with Skirmish you definitely will. Refer to the Map Section Layout diagram to see how they all fit together. Or don't. You're smart – figure it out on your own.

Playing the GameNow that you have all the various components printed, assembled and ready to go, you might be interested in how to use them. We won't disappoint. Read on!

GoalsThere are various ways of winning (known as Goals or Victory Conditions). The Goal of a game must be decided before the game starts, and either agreed upon by all players or forced on the others by the largest and most intimidating. The four possible Goals are described below, and include a Difficulty rating from 1 (easiest) to 4 (why would you even bother?!).

1. Escape - Player must move one of his Characters off the opposite end of the map. Difficulty 1.

2. Hunt – Player must accumulate 6 Badness points worth of defeated Bad Guys. Difficulty 2.

3. Quest – Player must find the Quest item. Substitute one of the Nothing Markers with the Quest Item Special Marker (see Special Markers in the Horror Markers section). Difficulty 3.

4. Mystery – Player must locate all 3 Clue Markers. Substitute three of the Nothing Markers with the Clue Special Markers (see Special Markers in the Horror Markers section). Difficulty 4.

Pick CharactersThe difficulty of a game is further determined by how many Characters you play with. Decide beforehand on how many you want, using the following scale to judge the hardness:

Easy.............................. 9 CharactersNormal.......................... 6 CharactersHard..............................3 CharactersInsane............................1 Character

Styles of PlayStyles of Play (or SOP's) generally determine how (or if) you will bring new Characters into the game. There are two basic SOP's used in Horror Rules Mini-Games:

1. Limited Victims – Player gets a certain number of characters to start with, and that's it. No more Characters may enter.

2. Point of No Return – After a Character dies or goes nutty, the Player may start a new character. New Characters start in the Safe Zone at the beginning of the next Turn. Players may continue bringing in new Characters without limit until the Point of No Return, which is decided before the Mini-Game begins (for example, Turn 10). After the Point of No Return, no more Characters may be brought into play.

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Map Section Layout

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Page 6: Sample filecards on card stock paper to make sure they're durable. We recommend 65lb or more. For a slick, glossy look that is sure to impress that special guy or gal, try photo paper

Multiplayer ModeTo further complicate matters, you may also elect to play the Mini-Game in multiplayer mode. Although solo play is perfectly fine and tremendously entertaining, we encourage you to seek out others and share the madness from time to time. Your level of popularity at school, home or work will likely determine whether this will be possible. Whenever you're presented with the opportunity, ask nicely and in a casual, neutral tone of voice. If your target is a non-gamer, try to avoid using words like “frag” and “soulless bloodsucker” and any mention of busting a cap in anything. This will greatly increase your chances of a yes. Anyway, if you do find a willing participant, there are two options for multiplayer Mini-Games:

1. Cooperative – Two or more Players team up to try and achieve the Goal, each playing a separate group of Characters. Players may control individual or multiple Characters.

2. Opposed – Two or more Players control separate teams of Characters, each attempting to be the first to complete the Goal. Characters may start on opposite sides of the board or on the same side.

In both of the multiplayer options, there is no theoretical limit to how many Players may participate. Two or three is a good number (with each Player controlling two or three Characters) or even six (with each Player controlling a single Character).

Set UpBefore you play the game, you'll need to set up the board. This is done in a process known as “setting up the board.” To set up the board, just follow these ridiculously simple and practical steps:

1. Choose a Goal and Style of Play and decide how many Characters you will start with.

2. Remove the 9 Special Markers (the ones with the shaded background) from the pile of

Horror Markers (unless your Goal or Rule Spin requires them – see page 5).

3. Add or substitute Horror Markers as indicated by the Goal.

4. Mix up the remaining Horror Markers and place them face down on the map, one on each square. Leave the first row of squares on the Player's side clear. This is known as the Safety Zone and is where your Characters will start the game. If you've done everything right, there will be exactly enough Markers to cover every square on the map except for the Safety Zone. If you screwed up, it's okay. Try again.

5. Choose your Characters and place them in any of the squares in the Safety Zone. Note that the Safety Zone only has six squares, so if you're starting with more than six Characters, you'll have to be creative. Either use the Rule Spin “Team-Ups” (see the Rule Spins section) or start the extra Characters off the board and only allow them to start once a space opens in the Safety Zone. As a third option, you could instantly kill all Characters in excess of six. It's not much of an option, but it does solve the problem.

Playing the GameNow that you've picked a Goal and Characters and the board is all set up, you're ready to start playing. Mini-Games are played by following a certain series of steps. You can refer to these steps as “Turns” or

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Map board set up and ready to go

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Page 7: Sample filecards on card stock paper to make sure they're durable. We recommend 65lb or more. For a slick, glossy look that is sure to impress that special guy or gal, try photo paper

“Rounds,” if you like. We don't, but if it floats your boat, we won't interfere. During each Turn (okay, so we call them Turns now) the following things occur in the following simple and common-sense order:

1. MovementPlayer picks a Character and moves one square horizontally or vertically (no diagonal moves). Player may move the same character repeatedly, Turn after Turn, but may only move one Character each Turn. Only one character may occupy a square at a time (no stacking). A Character may “pass by” other friendly Characters, temporarily occupying the same square as long as they move off on the very next Turn. The Character who is being passed by may not be Vamped-Out or Stuck.

2. RevelationIf there's a Marker on the square, turn it over.

3. ResolutionIf the Marker is a Bad Guy, Grip Check or Challenge, the Player must face it using the appropriate Skill or Stat (see rules for each situation below).

4. AftermathIf the Marker is an Item or Mood, the Character picks it up and takes it with him (or in the case of Items, he may leave it in the square). During the Aftermath, a Character may also trade equipment with any adjacent Character.

5. RepeatIf multiple Players are involved, the next Player picks a Character and repeats the steps above. When all Players have had a go, the Turn is over. Start a new Turn and do the whole thing all over again. Unless you've lost your nerve – then you may curl up in a little ball and mutter incoherently.

Custom GamesAfter you've played the Mini-Game awhile, you might find yourself with some strange urges, such as the desire to add more Item Markers to the mix, or more Bad Guys, or take away some Grip Checks. This is called “creativity” and should be embraced. In fact, here's some really exciting news: you may tweak and customize this Mini-Game however you want! You hereby have our official permission. Yay! So go ahead... change the mix of the Markers, add more of what you like, take out what you don't, customize them to fit certain Character Types, gear them more toward fighting or Challenges, make them all Nothing Markers, do whatever you want. It's your game – make with the happy.

Horror MarkersHorror Markers ultimately control the action, progression and eventually the outcome of the Mini-Game. They determine the trials and troubles your Characters face, as well as the lucky finds and happy events (of which there are few) you may encounter. Horror Markers are shuffled and placed at random face down on the board before the game begins (see Game Setup). Whenever you move a Character onto a Horror Marker, you must turn it over and face it.

Types of MarkersThere are 63 Markers altogether, some that will help you and others that will try to kill you, drive you insane, turn you into a Vampire or otherwise make your day feel like a Monday. This list indicates the number of each:

Nothing Markers....................... 7Grip Check Markers................. 7Challenge Markers....................8Bad Guy Markers......................11Item Markers.............................10Mood Markers...........................11Special Markers........................ 9

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Page 8: Sample filecards on card stock paper to make sure they're durable. We recommend 65lb or more. For a slick, glossy look that is sure to impress that special guy or gal, try photo paper

What To Do With the MarkersEach of the Markers will have a different effect on your Character. To determine how to handle them, find the type of Marker below and follow the appropriate instructions.

Bad GuyBad Guys are nasty, evil creatures whose only purpose is to destroy you. Bad Guy Markers list the name of the Bad Guy and a Badness rating, which indicates its

general toughness and how hard it is to kill. When facing a Bad Guy, you have two options: Fight or Flight. If you choose Fight, you must defeat the Bad Guy or die trying; see the Combat rules below. If you choose Flight, double your Coordination (COR) and roll that number or less on a D10 to successfully escape. If you make it, move back to the square you started from and end your Turn. If you fail, your Character dies. In Bad Blood, the Bad Guys have a Vulnerability to Faith, so you may also use the Faith Skill in place of COR to check for Flight.

NothingIt's nothing. What more can we say? Count your blessings, say your prayers and get

ready for the next Marker.

ItemItems are helpful objects that give you an advantage in the Mini-Game. Try to get

one quickly. Each object adds a bonus to a particular Skill, which is printed on the Marker. Items may have additional benefits or special abilities in addition to the Skill bonus, which will also be listed on the counter. Characters may carry only two Items at a time. Only one Item may be used to add to the same Skill. You may drop an Item at any time or trade it with another Character (Characters must be adjacent). When you lose a Character, any Item Markers that Character is carrying are dropped and stay in that square. If Items dropped in this manner land on top of a Challenge or Bad Guy Marker, they are stacked underneath it. The Marker must be faced before the Item can be picked up.

ChallengeChallenges are difficult and dangerous situations that threaten your Character's life

or happiness. Once a Challenge is revealed, it must be faced immediately – there is no fleeing or escaping. Challenge Markers list the name of the Challenge, the Skill that must be used to face it and the consequence of failure. To face it, make a Skill check using the listed Skill (see “Your Skills and How to Use Them” for instructions on how to make Skill checks). Specific Consequences for failing Challenges are detailed at the end of this section.

Grip CheckGrip Check Markers represent frightening, shocking or disturbing situations that confront your Characters and threaten

their sanity. To face a Grip Check Marker you must make a Grip Check – multiply your Will by the specified number and roll that number or less. If you make it, you manage to keep it together and can continue play. If you fail, you “lose your Grip”: you go mental, postal, loopy, psycho, comatose, probably pee your pants and are removed from play.

MoodMood Markers represent special situations or conditions that affect your Character.

They may either apply a bonus or a penalty as specified. When you reveal a Mood Marker, pick it up and move it with your Character until you have done what it says on the card, then discard it. There is no limit to how many Mood Markers you may carry.

SpecialSpecial Markers are just that – special. They have a variety of effects or

applications in the game, and some tend to have totally made up rules that you won't find anywhere else except on the Marker. Special markers are indicated by a shaded gray background and are used as victory conditions in certain Goals or to spice up the Basic Rules. If you decide to include them, remove one Nothing Marker for each Special Marker yo u include.

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