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Atmosfear (Rules)

Read the rules completely before starting to play NIGHTMARE.

Creating the Perfect Atmosfear

NIGHTMARE is best played at night. Dim the lights or design your own eerie ATMOSFEAR.

The volume on your TV set MUST be turned up as loud as possible to maximize the game play. The VHS tape has been recorded in HI-FI and, if your video machine has a HI-FI switch, ensure that it is on. If your VCR is connected to a stereo system, use your system for additional sound.

The Object of the Game

NIGHTMARE is a board game controlled by a video tape. Once you insert the tape into your VCR and press PLAY, the game begins. It is a race against time and against the game's host, THE GATEKEEPER. Once you press PLAY, you cannot PAUSE or REWIND the tape. THE GATEKEEPER considers it "cheating" and wins the game by default.

The aim of the game is to collect all 6 of your character's keys and then race to the center of the board; the NIGHTMARE square. You must land on the NIGHTMARE square by exact roll, wait your turn, and attempt to roll a 6. When you roll a 6, take the top NIGHTMARE card. If it's not your greatest fear, race to the VCR machine and press STOP to win!

But once the tape reaches 60:00 minutes, THE GATEKEEPER wins!


Setting up NIGHTMARE

Players should be seated in a semicircle, facing the screen.

Sort, shuffle, and place the TIME, FATE, and CHANCE cards on the board.

Sort, shuffle, and place the six sets of keys off to one side of the board -- the six black keys in once pile, 6 red in another, etc.

Place the coin on the board. Players will be required to "toss" the coin at various stages during the games.

Each player should take a NIGHTMARE card and, on the blank side using the marking pencil, write their GREATEST FEAR; spiders, snakes, heights, etc. Don not reveal your fear to the other players. Collect, shuffle, and places these cards on the center squae face down. ( The NIGHTMARE cards can be "erased" and used over again. )

Place the 6 playing pieces and the 6 numbered discs into the bag. Each player then takes a turn to draw out a playing piece and a disc. Slot the disc into the base of the playing piece. If less then 6 player are playing, return the remaining play pieces, discs, and keys to the tray.

Now, each player has a character and a number and will be playing for their own character's set of matching colored keys. For example, If you are HELLIN, the poltergeist, you will be playing for the purpler keys marked HELLIN. You can only collect your own character's keys.

Place your playing piece on the gravestone marked with your character's name. If you are HELLIN, place your piece on the gravestone marked HELLIN.

This becomes your gravestone and you should watch it throughout the game, for if an opponent lands on your gravestone, you have have FATE cards or KEYS which can be used against that player.

KEYS

Each character has 6 keys. Each key gives you a specific power and the more keys you collect, the more powerful you become. For example, if you collect a key which releases you from the BLACK HOLE, you can use it over and over again without returning it unlike some FATE cards which can only be used once.

Keys are awarded by THE GATEKEEPER and can also be won of the board. For example, if you are number 6 and you land on a gravestone marked "Take a key if you are 6", you can collect a key.

Chance

Keys can also be won from CHANCE. If you are lucky, you could collect both halves of a key. If you match, return both cards to the bottom of the pack and take a key.

There are other chances to win a key. For example, you may get a card which reads;

If you are Hellin and youy number is 6, toss the coin.

If you are Hellin but you number is 3, this card is useless and should be returned to the back of the pack.

Fate

FATE cards provide you with power or protection from your opponents.

Most FATE cards will require you to toss the coin if and opponent lands on your gravestone. You should wait for your turn to come around before tossing the coin. Toss the coin before you roll the die and move your playing piece.

Time

Once the games begins, a counter will appear on the screen and begin ticking away the minutes and seconds. The timer will run from 00:00 to 60:00. The TIME CARDS relate to the time on the screen. Only return a TIME CARD to the back of the pack if the time shown has expired. If not, wait for the time to appear on the screen and then activate it immediately even if it's not your turn.

The Black Hole

There are two BLACK HOLE spaces on the board. If you land on a BLACK HOLE, or if you are BANISHED to the black hole by THE GATEKEEPER, you cannot participate in the game unless you are specifially called upon by The Gatekeeper.: eg. the youngest, the oldest, the chosen one.

You can be released from the BLACK HOLE by THE GATEKEEPER, a KEY, a FATE card or by a player landing on the appropriate space on the board.

How to play and win Nightmare

Each player starts the game from his or her character's gravestone and moves in a clockwise direction around the outside circle of stones. Each gravestone, or part of a stone, is counted as a square, even unmarked ones. Multiple players may occupy a stone.

If you land on a stone marked TIME, FATE, or CHANCE, take a card from the top of the pack. If you land on one of the BLACK HOLES, you cannot play until released.

The aim of the game is to collect all 6 of your keys. Only when you have all 6 keys can you leave the outside trail of stones and begin to make your way to the NIGHTMARE square in the center of the board via one of the 4 paths leading to the middle.

To land on the NIGHTMARE, you must roll an exact number. If you are 3 stones away, you must roll a 3 -- or less -- to move.

If you are on the path leading to the middle of the board and lose one of your 6 keys, you must return to your gravestone and attempt to win the key back.

When you have landed on the NIGHTMARE square, you must wait your turn and try to roll a 6, take the top NIGHTMARE card from the pack. If it is not you Greatest Fear, race immediately to the VCR machine and press STOP to win.

However, if it is your fear, you are out of the game. If you share the same fear as another person, you are also out of the game.

Remember! NIGHTMARE is a race against not only you opponents but THE GATEKEEPER and if the timer reaches 60:00 minutes, he has won the game!

The Gatekeeper

THE GATEKEEPER "hosts" the game. If he calls your number or your color or catches you just about to have a turn, you must answer "YES, MY GATEKEEPER" and then listen carefully to the task he sets to you.

If you fail to answer him in time, he can become extremely angry. So always answer his questions immediately.

THE GATEKEEPER will also call for youngest player -- "young one" -- and the oldest player -- "old one". If he wants to know your middle name and you don't have one, use your surname!

If he demans that you "roll a 6" before you can play again, you must wait for your turn to come around before rolling the die.

Players can only move around the board when THE GATEKEEPER is not on the screen! When THE GATEKEEPER appears, everybody must stop and listen carefully to what he says because if you miss something, you cannot PAUSE or REWIND the tape.

Now....Turn the lights down, turn the volume up and press PLAY.

The Cast of Characters

BARON SAMEDI -- The Zombie
KHUFU -- The Mummy
ELIZABETH BATHORY -- The Vampire
ANNE de CHANTRAINE -- The Witch
GEVAUDAN -- The Werewolf
HELLIN -- The Poltergeist
You will meet these characters as the "hosts" of upcoming NIGHTMARE games.

Theme Nights and Team Games

NIGHTMARE can also be played with 3 to 6 teams of 2 players. One player answers THE GATEKEEPER, rolls the die and moves the playing piece while the other player guards their gravestone, tosses the coin and activates the TIME, FATE, and CHANCE cards.

For a Theme Night, each player should be given a character's name in advance and should come dressed for the part. The player should then play that piece but draw their number prior to the game.