Chucky Rulebook

Page 1

2 TO 4 PLAYERS - 45 TO 60 MINUTES

by Banana Chan, Eric Slauson, and Yeonsoo Julian Kim

Years ago, a kid in your class brought in his brand new Good Guy doll to show and tell. He excitedly explained to the class that his Good Guy doll was different. That it was funny. That it could do tricks they didn’t even show in the commercials. He tried to get the doll to walk on its own, but it just stood there until Mrs. Crundle made the kid apologize for lying. The kid pouted and swore that he wasn’t lying.

WARNING This game is rated R. It contai ns cursing, references to alcohol and depictions of violence. Treat this as you would with watching a Chucky movie.

When Mrs. Crundle left the room later, the kid was proven right when the Good Guy doll sprang to life and started doing all the things the kid said he could. He walked. He talked. He told stories. He even told you all his real name: Chucky. The following days are a blur now, but you remember it being a bad time. Mrs. Crundle’s disappearance. The dead babysitter in the news. The kid who owned Chucky going to the hospital. The police coming to speak to your class. You could never get any of the adults to believe you when you told them about Chucky, and over time, you even started to doubt yourself. But now strange things are starting to happen around town and you seem to be the only ones to notice everything involves your former fellow classmates – all the people in the room when you first met Chucky. You’ve got to get to the bottom of this before it’s too late.

CHUCKY IS BACK… AND HE’S COMING FOR YOU. In Chucky: The Board Game, players are competing with one another to score the most points at the end of the game. They are taking on the roles of Survivors who keep facing Chucky throughout four different Crime Scenes, while needing to collect evidence in Research, Sightings, and Clues in order to prove Chucky’s existence to the general public (and to prove their innocence in the crimes that keep happening around them)! In the Final Encounter, the Survivors have one more chance to defeat Chucky, before determining the winner who manages to escape Chucky’s wrath and jail time. 1


COMPONENTS AND SETUP A 1 GAME BOARD

Place this face-up in the center of the table, within easy reach of all players.

B 4 SURVIVOR MATS 1 each in 4 player colors

Place 1 in front of each player for them to keep track of their cards and Stats. Return any mats that are left over to the game box, they will not be used this game.

C 12 SURVIVOR STAT CUBES 3 each in 4 player colors

For each player, place the Stat cubes matching the color of their Survivor mat onto the three starting Stat numbers (white box) of those mats. Return any unused cubes to the game box. The number each cube is placed on indicates the current Stat value of that type for the player. During the game, if one of your Stat values increases, you will move the appropriate cube one space to the right (do not move it if it’s already on the furthest right space); if one of your Stat values is lowered, you will move the appropriate cube one space to the left to keep track of this (if it’s already on the furthest left space of the track, remove it from the board instead – that stat is now considered to be the lowest printed value, and can no longer be increased).

D

H

F

B C

2

D 16 SURVIVOR TIME TOKENS 4 each in 4 player colors

Give each player the 4 Survivor Time tokens matching the color of their Survivor mat. Return any that are left over to the game box. The side with the number is considered the face of the token. You may look at this number at any time, but should keep the value hidden from the other players. When you use one of these tokens, it will return to you at the end of the round, you can never permanently lose your Survivor Time tokens through any means.

E 16 GENERIC TIME TOKENS

Mix these together face-down above the Game board (so that the number side cannot be seen). After using one of these tokens, it will be discarded back to this area at the end of the round. While you have one of these tokens, its value should be kept hidden from the other players.

F 45 VICTIM TOKENS

Give each player 3 of these, representing their acquaintances who are destined to meet an untimely end. Place the rest in a pile above the Game board. When you gain Victim tokens, take them from this pile. When Victim tokens are discarded, return them to this pile. These are not limited by the components in the box, if they run out during the course of the game use a suitable substitute.

G 30 EVIDENCE CARDS

10 each of 3 types: Research, Sightings and Clues.

RESEARCH

Discard this card to reduce the Victim cost printed on a space to zero for this turn.

SIGHTINGS

Discard this card to take a new Quirk card.

CLUES

Discard to add +2 to your Survivor Stat SEARCH.

+2 Shuffle each of the types into separate face-down decks and place them to the left of the game board, next to the corresponding Victim Rows on the board. Discarded cards should be placed in a face-up stack next to the corresponding deck. If the deck runs out during the game, re-shuffle the discards to form a new deck.


H 21 QUIRK CARDS

Shuffle these into a face-down Quirk deck, then deal each player 1, face-up beside their Survivor mat. Place the remaining deck above the Game board.

I

J

remove the “Set Up” card from each group. Shuffle each group into a Crime Scene deck, then place the corresponding “Set Up” card on top of it. Randomly place 1 of these Crime Scene decks onto each of the Crime Scene spaces of the Game board.

+3 IS AN OCCULTI

ST

8 BLOODLUST CARDS Shuffle these into a face-down Bloodlust deck and place it on the Bloodlust space of the Game board.

K 6 FINAL ENCOUNTER CARDS

lures you into a warehouse from location. You see your several barrels of what you’re hoping isn’t flammable. His hands are on a cell phone, ready to detona te the bomb. He smirks, “Think you can survive this?”

Place these to the right of the Game board.

Each player will start at the 1 st stage. + all of their Stats. If they succeed, they move onto the next stage. If they fail, they do not roll any further.

STAGE 1

6+ Success

12+ Success You try screaming for help.

L 4 SIX-SIDED DICE

10 cards for each of 5 different Crime Scenes: Amusement Park, Play Pals Toys Factory, Hollywood, Kent Military Academy and Mansion in the Woods

Select 3 Crime Scenes to use for this game and return all cards of the 2 Crime Scenes that were not selected to the game box. For each of the remaining Crime Scenes,

E

You move towards the door as fast as you can.

STAGE 2

50 CRIME SCENE CARDS

A

FINAL ENCOUNTER SIGHTING CARD S CAN BE DISCARDED TO REROLL. Chucky

– CRIME

SCENE DO NOT

CROSS –

DO NOT DO NOT CROSS – CRIME SCENE – CR IME SCEN E DO NO T CROSS – CRIME S

STAGE 3

Chucky’s 18+ Success towards metal exoskeleton scurries you. Flip over this card to move onto the Conclusion after rolling.

Place these next to the Game board.

1 CHUCKY FIGURE Hand this to the player who most recently saw a Child’s Play movie. They will be the Start Player for the first round.

F J

G

H L K I 3


GAMEPLAY OVERVIEW Each round you will take turns placing Time tokens face-down on one of the 6 locations on the Game board, then the tokens are revealed and the player who spent the most time (the highest value token) at each location receives the benefit listed, while other players receive consolation benefits. This process is repeated a second time, then the players proceed to a Crime Scene, where

they will be given their own individual challenge to overcome using dice. After 3 rounds, a Final Encounter card will be revealed, and all players will have one last chance to score points ( ). The player who accrues the most points during the game will be declared the winner (and the sole survivor).

GAMEPLAY IN DETAIL Each round is broken up into 3 phases. The first 2 phases are “Pass the Time” phases, and the last is the “Crime Scene” phase. At the beginning of each round, give each player 2 Victim tokens.

spot on the board can contain 2 tokens – if you already placed a token on your player-color spot for a particular Action during the current phase, you may not place a second one there.

PHASE 1 - PASS THE TIME:

• PAY COSTS Flip all the Time tokens on the board face-up so the numbers are visible, and resolve all Locations one at a time, in the following order: Library, Newspaper, Gas Station, Grocery Store, Park, Police Station. To resolve a space, determine which player has the highest value Time token assigned to their color spot on the Location. Move that Time token to the lowest “COST” spot on that space that doesn’t already have a token in it. Only 1 token per location is moved in this way during this phase.

If you have the Chucky figure at the beginning of this phase, place it on the title of any of the Locations of the Game board, then take the first turn. • PLACE TOKENS: On your turn, choose one of the available Locations on the left side of the Game board. Place 1 of your Time tokens face-down on this space in the spot that corresponds to the player color indicated on your Survivor mat. The Time token you place may be a Survivor Time token or a Generic Time token, if you have any. Then pass the turn to the next player seated clockwise around the table. This continues, with each player taking a turn to place a single Time token, until all players have placed 2 Time tokens in total. Please note that no circular token 4

If you are the owner of that token, you must place a number of your Victim tokens equal to that cost onto the Victim track below that space, starting with the leftmost empty spot of the Victim track and proceeding toward the right, filling up empty spaces as you go.


• RESOLVE ACTIONS After paying the cost (and/or reducing one of your Stat values), perform the action described next to the title of the Location.

If the Chucky figure is currently on the title of the space, the costs on that space are considered to be 1 higher for all purposes.

LIBRARY +1 to Attack, Escape, or Search. Choose a New Start Player. NEWSPAPER Flip over 2 Evidence cards and keep 1.

If you place a token in a spot this way, immediately draw an Evidence card from the stack corresponding to that Victim track and add that card to your hand. If you place a token in a spot with the symbol, draw two of those cards instead.

GAS STATION Flip over 2 Quirk cards and keep 1. RESEARCH

Discard this card to reduce the Victim cost printed on a space to zero for this turn.

If you do not have enough Victim tokens to pay for the entire cost, you must also reduce one of your Stat values by 1, moving the appropriate cube one space to the left on your Survivor mat (you will still get to perform the action associated with the space, even if you did not have enough Victim tokens to pay the cost). If the Victim track is full after placing a token, immediately clear the track by discarding all Victim tokens there back to the pile beside the board before placing any more tokens on that track. Then flip over the top card of the Bloodlust deck onto the card space to the right of the track. The effect described on that Bloodlust card is immediately applied to ALL players. HID E THE SOUL

You just can’t keep it together now that you know what’s at stake.

VICTIM TRACK CLUES

1

2

Ever yone disc ards an incomplete Quirk card. If they do not have any, nothing happ ens.

GROCERY STORE Flip over 3 Time tokens and keep 2. PARK +2 to Attack, Escape, or Search. POLICE STATION Draw and keep 1 Evidence card. If your Time token was NOT the highest value played to the Location this round, move that token down to the consolation area of the board and perform the action described there which corresponds to the value of your Time token.

1-8

Draw and keep 1 random Time token

9-21

Gain 2 Victim tokens

22-26

Gain 3 Victim tokens

• CHUCKY FINDS YOU After all Locations have been resolved in this way, if anyone won the Library Location this round, they give the Chucky figure to the player of their choice - that person will be the new start player. Otherwise, the player who received the last benefit of any Location receives the figure and becomes the new Start Player. Proceed to the second Pass the Time phase if this was the first one this round.

5


PLAYING CARDS

During the game, you will frequently gain Quirk cards and Evidence cards. QUIRK CARDS represent +1 aspects of your personality that GOAL Discard 1 of each type are coming to light because of Evidence of card. +6 the current stressful events. Whenever you gain a Quirk card, 6 immediately increase one of your Stats by 1, as indicated on the card, then place the card face-up in front of you. Before or after placing a token or resolving an Action, you may choose to discard the type and quantity of Evidence cards indicated on that Quirk to “complete” it. Turn the Quirk card face-down and tuck it under the edge of your Survivor mat to indicate it has been completed – you will earn points from it at the end of the game. Completing a Quirk does not cause you to lose the Stat bonus you gained when you acquired it. IMMED

IATELY

LOVES DOING SCRATCH OFF LOTTERY TICKETS REWARD +

PHASE 2 - PASS THE TIME:

PHASE 3 - CRIME SCENE:

This phase is resolved in the same way as the first Pass the Time phase, though there may be Time tokens taking up cost spots on some spaces, leaving only the more expensive cost spot available for a player who does that Action. It is possible for you to place a token on your player color spot for an Location that you used (or tried to use) during the previous Pass the Time phase.

At the end of the first round, you will go to Crime Scene 1. At the end of the second round, Crime Scene 2. And after the third round, Crime Scene 3. When you go to a Crime Scene, read the corresponding Set Up card aloud.

At the end of the second Pass the Time phase, all Generic Time tokens are discarded from the board and mixed back in with the other Generic Time tokens above the board, face-down. All Survivor Time tokens are returned to the corresponding player.

6

EVIDENCE CARDS represent pieces of information you’ve gained from investigating. These may be discarded to score a Quirk card, or they may be discarded to cause the effect described on them. Some Evidence cards specify when they may be played. If they do not, you may play them before or after placing a token or resolving an Action. Discarded Evidence cards are placed in a face-up discard pile next to their corresponding deck. You may have any number of Evidence cards in your Hand at a time, and you do not have to reveal the abilities printed CLUES +2 on them until to add Discard rvivor to your Su CH. AR SE they are played or at St SIGHTINGS Discard this card +2 discarded – though to take a new Quirk card. CH which types of RESEAR card this Discard the to reduce inted Evidence (Sightings, st pr Victim co to zero e on a spac turn. Research, or Clues) for this you have are public knowledge.

Then deal each player 1 of the other cards from that Crime Scene. Beginning with the Start Player who currently has the Chucky figure and proceeding clockwise around the table, each player will resolve their own Crime Scene card. Read your card aloud and make any decisions involved in the challenge described on the card, resolving what’s printed on it. Note: Some players may wish to play a faster game – rather than reading out your individual cards, you might choose to resolve them all simultaneously (or as simultaneously as the cards allow). These cards usually have several possible levels of difficulty or failure. If instructed to gain an Evidence card or lower a Survivor Stat, but it is not specified which one, you may choose. Once you’ve resolved the card, place it in one of the card spots on your Survivor mat with the indicator (printed on the mat) pointing at the result you achieved.


Line up your achieved result.

ASSEMBLY LINE EASY SUCCESS

+1

You grab a Good Guy doll manual and hold it to protect your face from the blast of fire. It bursts into flames and burns your hands, but a couple of security guys come to put out the fire. Take 2 Victim tokens.

MEDIUM SUCCESS

+2

You grab a bucket and block Chucky’s attack. The plastic nearly melts all over you, but you throw it at the doll and run. Take a Quirk card.

HARD SUCCESS

+3

There’s a welder behind the mask! You melt part of Chucky’s face off before he can melt yours. Take the top card from an Evidence deck.

FAILURE

-1

You try throwing a work glove at the doll but it only annoys him. He slashes you across your hands as you try to defend yourself. Lower your highest Survivor Stat by 1.

Survivor Stats

Completed Quirks

P LAY PALS TOYS EMPLOYEE BATHROOM

+6 LOVES DOING SCRATCH OFF LOTTERY TICKETS

You are sitting in your stall with your pants around your ankles enjoying a magazine when you hear the door open. Someone enters and their footsteps tap across the bathroom tile. You know one other person was already in here a few stalls down, but you don’t think this is them leaving. +3 You lean down a little to take a peek and HATES KIDS see tiny red shoes. That has to be Chucky. It seems like he’s contemplating which stall to attack first. You quietly pull your pants up and stand on top of the toilet. Maybe if you can be silent this whole time he’ll go after the other person.

THERE ARE 4 DIFFERENT KINDS OF CHALLENGES:

• COMPETITION: REWARD Choose another player. You both WINNER roll 2 dice secretly up to 3 times Choose another player to each. You may stop at any time. Once both players stop, results roll dice against. Both of LOSER are revealed, and players add your Search values. Highest result wins. you secretly roll 2 dice up to 3 times. Either of you TOkeep YS LSand AY P (separately) may stop after any P of L those 3A rolls the current result. Once both players have chosen to stop GOOD GUYS TRUCK and/or have rolled 3 times, players reveal their rolls and You go to check out the massive Good Guys truck sitting outside. Suddenly the headlights apply their Stat indicated by theturnchallenge to modify on and you see Chucky behind the their wheel! He cackles as he uses a rod to hit the roll. The player with the highestaccelerator. total is the winner. If way! you You’ve got to jump out of the were the player who drew the card, you will be the person to keep the card on your Survivor board (and earn the victory points on it) regardless of whether you win or lose. If you are the player who drew the card, gain or lose the things indicated on the card, based on if you won or lost. • ART-BASED: You must roll 5+ in total to succeed. REWARD Choose a difficulty Easy: In the dumpster level, and sometimes Hard: Under the truck choose a number based Choose difficulty - here, roll 1 or 2 dice. on the illustration and Hollywood instructions. Roll dice CRIME SCENE SET corresponding to the difficulty level. Based on 1 2 the card’s instructions, if 3 you rolled a dice that’s high 4 5 6 enough or rolled the chosen number on any of them, gain the indicated benefits or suffer the consequences. Some of these may indicate a survivor Choose difficulty AND a stat to add to your roll. number from the image. Choose a place to hide: Numbers 1-6

If Chucky rolls the same number you chose, he finds you. Easy: Roll for Chucky once

Medium: Roll for Chucky twice

Hard: Roll for Chucky three times

REWARD

• PUSH YOUR LUCK: Decide whether you want to roll dice in an attempt to hit a target number. If you choose to do so, roll 1 dice. Then apply the Stat indicated to the value to determine the result. If the result equals or exceeds the target number, you can decide if you want to push your luck and roll an additional 1 dice - attempting to reach the second target number. Add the values of the first and second dice together, then apply the Stat indicated to the result. If you P reach theP second target you can roll a third S OYnumber, ALS T LAY dice attempting to hit the final number by adding the first, MANAGER’S OFFICE second, and third dice rolled together, only then applying As you poke around the manager’s office thelooking Survivor Stat indicated. If you fail to reach the target for anything cool to take, you spot a manilaat folder stuffed paperslevels, that’s number any of with these you may not roll any further been left on the desk. It’s filled with photos some little kid and a freaked out lookingsection of the card. You may andofmust resolve the failure woman who might be his mom, as well as always choose before newspaper clippingsto andstop police reports. Thisproceeding to the next is all stuff about that kid who thought his rollGood andGuygain the benefits doll was trying to kill him. listed in the success section Of course, no one believed him. like no of the highest level youJustreached. (Note that the rolls are one would believe you. Do you leave itand be andyou keep looking cumulative, onlyforadd the Stat to the total of your something to nab, or do you try to make rolls, not tofile?each dice that is rolled separately). sense of the REWARD

Push your luck. Leave it- Do not roll 3+ Success: Skim the file 9+ Success: Look at the photos 14+ Success: Connect the clues

FIRST ROLL Target number 3+ Rolled 1 die + Search Stat

+ 2 =

SUCCESS!

3

SURVIVOR MAT Search Stat is 2

P LAY PALS TOYS SECURITY OFFICE

You decide that the best way to figure out what’s going on in this factory is to head to the security office. Once inside you are faced with stacks of monitors all showing different parts of the factory. Now if you can only find Chucky on one of these things ... You lean forward to get a better look at the monitor showing the hall just outside. It looks empty. As you sigh in relief, Chucky’s face suddenly appears, taking up the entire screen.

SECOND ROLL Target number 9+ Previous roll + 1 die + Search Stat

+

+ 2 =

FAILURE! “Knock knock!” he shouts. “I’m coming in!”

8

Do you look for a weapon or a secret way out

of the office? • CHOOSE BETWEEN TWO SURVIVOR STATS: Decide between two REWARD Stats, then roll the dice 4+ Success: Look for a weapon 4+ Success: Look for an exit and apply the current value of that Stat to your roll. If you reach or exceed the required value, gain the benefits it describes. Otherwise, take the failure penalties indicated.

After everyone has resolved their Crime Scene card, if this is the third Crime Scene, proceed to the Final Encounter. Otherwise, begin a new round with a Passing the Time phase. 7


FINAL ENCOUNTER After resolving the 3rd Crime Scene of FINAL ENCOUNTER the game, determine which type of Final Encounter you are going to experience. If any one of the Victim tracks has the single most Bloodlust cards next to it, randomly select a Final Encounter card of that Evidence type. If there is more than one track that has the most Bloodlust cards, the tied track with the most Victim tokens on it currently is the type of Final Encounter you should use. If still tied, randomly select 1 Final Encounter from all the Final Encounter cards. SIGHTING CAR DS CAN BE DISC ARDED TO RER

OLL . Chucky lures you into a warehous e from your location. You see several barrels of what you’re hoping isn’t flammable. His hands are on a cell phone, ready to detonate the bomb. He smirk s, “Thin k you can survive this? ”

Each player will start at the 1 st stage . + all of their Stats . If they succeed, they move onto the next stage. If they fail, they do not roll any further. STAGE 1 You move 6+ Success as you towards the door as fast can. STAGE 2

12+ Success You try screaming for help.

STAGE 3 Chucky’s 18+ Success towar metal exoskeleton scurries ds you.

Flip over this card to move onto the Conclusion after rolling.

Read the card aloud – this presents a challenge similar to the Crime Scenes, however all players participate. When you roll, apply ALL your Stats to the results of the roll. If you fail a roll at any time during the Final Encounter, you may not continue – place one of your Survivor Time tokens next to where you failed on the card to indicate how many bonus points you earned. If you failed during the first roll, you will gain 2 points; if you failed during the second roll you gain 3 points; failing the third roll earns you 4 points; and succeeding at the third roll earns you 8 points. Once all players have either failed and/or succeeded at all the rolls described on the card, proceed to End-game Scoring.

END-GAME SCORING Add up each player’s points based on the following things: • FINAL ENCOUNTER BONUS POINTS • CRIME SCENE CARDS ON THE SURVIVOR MAT • COMPLETED QUIRK CARDS • POINTS INDICATED BELOW THE CURRENT COLUMN FOR EACH STAT ON THE SURVIVOR MAT

CREDITS

GAME DESIGN: Banana Chan, Yeonsoo Julian Kim, Eric Slauson ILLUSTRATION: Dug Nation

GAME PRODUCER: Chris Zephro

GRAPHIC DESIGN: Jody Henning 8

The player with the highest total of points from all these sources is the winner… and the only remaining survivor of Chucky’s rampage. If there is a tie for the most points, the tied player with the most Evidence cards wins. If there is still a tie, all tied players should share their victory… but may mutually choose to roll off to break the tie if they would like. If they choose to roll off, they each repeatedly roll 1 dice as fast as they can. The player who rolls a 6 first, wins.

PROJECT MANAGEMENT: Andy Van Zandt

PLAYTESTERS: Brian Neff, Joe Stoken, Shannon Sullivan SPECIAL THANKS: Herb Ferman

© Universal City Studios LLC. All Rights Reserved.


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