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COMPONENTS
Calm Night
ATTACK
cards (5)
Hatchet
ATTACK
cards (6)
Klein Location
cards (7)
REVEAL
cards (6)
Player Aid
cards (6)
LAIR
sleeve
Player
Character
cards (6)
Player
Location
cards (7)
Evidence/Line-Up
cards (6)
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SEARCH
cards (4)
CLUE
cards (4)
CLUE
Klein Location
sleeves (2)
Peeking
sleeves (6)
Locations &
Clues Share card
Quick Reference
Set-Up card
Peek
10mm
counter marker
cube
Exposure
card
3 Klein
standee turn
token
Supporting Character
tokens (3)
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04
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GAME SETUP
Each Player selects one character token: Jock, Geek,
Cheerleader, Goth, Preppy, or Punk. Each of these characters
has their own special ability, so choose wisely.
Player Location card
Locations
Peeking icon
Locations
name
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Shuffle the 7 Klein Location cards and turn over the top three.
The 1st location is where the Cheerleader & Jock start. The
2nd location is where the Goth & Punk start. And the 3rd
location is where the Geek & Preppy start. After determining
the starting locations, place all the Klein Location cards aside.
Place only your chosen Player controlled character tokens
on the appropriate locations. Everyone starts the game calm,
with the calm face up on their character token.
Calm
Scared
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ACT SETUP
When a new Act begins use the Setup Quick Reference card
to determine the Board setup for the Act you are starting.
In the second and third Acts, the Board setup and layout will
change and you will need to put aside any Peeking sleeves,
Reveal cards, Klein Location cards and Player Location cards
not being used in the Act.
Take the Player Location cards, for the Act you are setting
up, and lay them in the center of the table creating a Location
board following the Map diagram on the Setup Quick
Reference card.
Make sure all of the Player Location cards of the Location
board are placed so the location side is face up.
After Act 1, all characters will begin from the location on
which they survived the previous Act. (When using Expansion
locations, match the Peeking icon on the location which you
survived the previous Act to the icon on the new Expansion
locations. Place your character token on that new location)
Make sure all character tokens are on the correct starting
location for the new Act.
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HOW TO PLAY
At the start of the game, whichever Player
is most easily scared goes first. Gameplay
progresses clockwise.
In each scene, you will move around the
Location board and acquire information to
avoid Klein and discover his lair. Klein systematically attacks
his way through each of the Crimson Creek locations. He will
never backtrack during an Act. An Act ends when Kleins Lair
has been revealed.
Kleins Lair can be revealed in one of two ways:
After the 3rd Klein attack is completed, the
remaining Klein locations are immediately
attacked thereby revealing Kleins Lair.
You deduce which location is Kleins Lair,
move there, and declare it before the 3rd
Klein attack occurs.
You can survive an Act the following ways:
Deduce and move your character token to
Kleins Lair, then declare it to be Kleins
Lair immediately ending the Act.
Be in possession of a relevant hiding
place when Klein attacks your location.
Be in Kleins Lair after he attacks all the
locations in an Act.
Each Act continues where the previous Act left off. In
subsequent Acts, whichever the next surviving players turn it
was begins the scene.
PLAYER ACTIONS
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RUNNING
There are 2 types of Run actions:
MOVE
You may move your character
token from your present location to
an available adjacent location.
SWAP
If there are two characters on the location you wish to move
to, and at least one is a Player controlled character, you may
force a location swap of your character token with a Player
controlled character token on the available adjacent location.
You MAY NOT swap locations
with supporting characters, only
Player controlled characters can
swap locations. You MAY NOT
swap locations if there is only one
character token at the location you
are moving to, you MAY only move
there. You MAY NOT swap back locations with a Player if their
last turn was swapping locations with you. And you MAY NOT
swap locations with a character in possession of a relevant
hiding place for their current location.
PUSHING
You may push a supporting character, sharing
your current location, to an available adjacent
location.
PULLING
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HIDING
On your turn, you may claim a hiding place as your own. Each
hiding place is labeled with the relevant location you must be
on to use the hiding place.
PICKUP TRUCK
Can be used to hide at the
CEMETERY and the CAMPFIRE.
BED
Can be used to hide in the
CABIN and the BARN.
BOAT
Can be used to hide at the
LAKE and the WOODS.
Some locations, such as the Highway, do not have a hiding
place. You MAY grab a hiding place for any location, even if
you are not on that location. You MAY NOT hold more than
one hiding place at a time.
The hiding place is only used if Klein attacks the location you
are at, while you are holding the hiding place tile relevant to
that location.
You MAY NOT use a hiding place if your character is
scared. Only calm characters, including supporting
characters, can hide.
Supporting characters, sharing a location with a successfully
hiding Player controlled character, ALWAYS hide with Player
characters. Player controlled characters MAY NOT hide with
other Player controlled characters.
If you survive an attack by using a hiding place that hiding
place is no longer available for the remainder of the Act.
Any characters that successfully hide in a hiding place must
begin the next scene scared.
Whenever a character is scared they stay scared for the
remainder of the Act, unless they are calmed down. Some
characters have the ability to calm another character.
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HIDING (contd)
At the start of a new Act, all scared characters flip back over
to calm and are no longer scared. Only when a character
survives the final scene of an Act by successfully hiding, do
you begin the opening scene of a new Act scared.
After succesfully hiding, flip over the character token to
scared and place the scared character token on an available
adjacent location. If there are no available adjacent locations
to move to, your hiding place is discovered by Klein and your
character is killed and eliminated from the game.
If you share your
hiding place with
a
supporting
character and there
is only one available
adjacent
location
space to move to
after hiding, the
supporting character is eliminated from the game. The Player
hiding with a supporting character chooses where to place the
supporting character after hiding. The supporting character
does not need to be placed on the same available adjacent
location as the Player controlled character they hid with.
You MAY take a hiding place from another Player, but you
MAY NOT take their hiding place if their last turn was grabbing
that same hiding place. If you take a hiding place, and are
already in possession of another hiding place, return your
original hiding place to the side of the Location board so other
players may take it.
Hiding place tiles have a Do Not Grab
symbol on one side. When you first grab the
tile, place this side face up so other players
know not to grab your hiding place. Once
your turn comes around again, flip the tile
over so everyone knows it is available to be
taken.
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SEARCHING
On your turn you may search your location for a clue to the
identity of the Hatchetman. To search, draw a SEARCH card
from the Search deck. If the SEARCH card is blank, you did
not find a clue, place the card
in the Search deck discard
pile. If the SEARCH card
shows a bloody handprint you
have found a clue and you
may privately look at a CLUE
card of your choice. Once a
clue is discovered, reshuffle
the entire Search deck back
together and place the full Search deck face down back next
to the Location board.
CLUES
Your discovered clue is kept
secret and only shared with
other players when allowed
to share information on a
subsequent action. Compare
your clues to the suspects on
the Line-Up/Evidence card to
determine who is possessed
by Klein or to discover if you
are the character possessed
by Klein.
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SHARING
If you are on the same location as another Player, you may
both privately share information. To share information, you
and the Player you are sharing with, each use the Location/
Clue word cloud pointer card to point to the hidden Klein
locations and clues you each have knowledge of.
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SPECIAL ABILITY
Each character has a special ability. The rules of a characters
special ability supersede the standard rules.
JOCK
Can run or be chased across two
available adjacent locations as a single
action.
GEEK
May peek using the peeking icon of one
available adjacent location from his
current location.
PUNK
Does not get scared the scene after
hiding, but does get scared when chased.
CHEERLEADER
Can calm a scared character at the same
location, but cannot calm herself down.
GOTH
Does not get scared when chased, but
does get scared the scene after hiding.
PREPPY
Can privately share information with a
single Player on an adjacent location.
You are still only allowed to use a specific action type
once per turn.
So the Jock, the Geek and the Preppys special abilities allow
them to utilize Run, Peek and Share actions differently than
other characters. But it does not allow them to use those
types of actions twice on a single turn. The Geek MAY NOT
use his special ability on a location without a Peeking icon.
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DECLARING
You must declare Kleins Lair before the third attack begins.
To declare Kleins Lair, and end the Act, you must move your
character token to the location you believe to be Kleins Lair
and with a subsequent action declare this location to be his
lair. You will privately check to see if you were correct.
If you are wrong, you are immediately killed by Klein and
eliminated from the game. Gameplay continues clockwise. If
you are correct, the Act ends immediately and any surviving
players move on to the next scene. The Player successfully
declaring Kleins Lair, discovers a clue in the lair, and privately
views a Clue card of their choice.
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EXPOSURE TRACK
Use the included Exposure card to keep track of your
Exposure to Klein. Start the game on the Act 1 side of the
Exposure card with ZERO exposure.
Each time you either SHARE, PEEK, PUSH, PULL or RUN
(but NOT WHEN CHASED) move the red Exposure marker
cube to increase the Exposure track 1 unit. Remember the
Jocks special ability counts as a single action and only
increases the Exposure track 1 unit.
When the Exposure track reaches an Attack card red square,
first resolve the action and then immediately draw an extra
Attack card.
Use the red Exposure Marker
cube to keep track of Players
actions that put everyone at risk
of a Klein attack!
No-Risk space
Draw an ATTACK card space
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KLEIN ATTACKS
The Player that triggers a Klein attack immediately draws
a Reveal card. The icon on the Reveal card is shown to
everyone. This icon is matched to the Klein Location Peeking
sleeve, above the Location board, that conceals the Klein
Location card with the location that is about to be attacked.
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BEING CHASED
You may choose, when the Reveal card icon is revealed, to
be chased to an available adjacent location. If you choose
to be chased from your current location to a new location,
you must immediately flip your character token to scared at
the new location. If your character was already scared, they
remain scared.
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Any Player that was scared when the previous Act ended flips
their character token back to calm and begins the new Act
calmed down. If you survived the last scene in the previous
Act in a hiding place you begin the new Act scared.
SUPPORTING CHARACTERS
Supporting
characters
are, for most players,
obstacles in your way
hindering your chance
of survival. Usually they
do not have abilities, nor do they take actions on their own.
Supporting characters count as another character on a
location and just like other characters they may block you
from moving or being chased to a location.
When adding supporting characters to the Location board,
place one supporting character at a time to a location,
as long as there is available space, in the following order
by Peeking icon: Center location (has no Peeking icon),
Treetop, Window, Lantern, Flashlight, Binoculars and
Camera. A supporting character may be added to a location
where there is already a supporting character present.
Supporting characters always start calm.
Calm supporting characters ALWAYS hide with hiding
Player characters. And after successfully hiding they are
scared just like Player characters.
Supporting characters may be forced to move if a Player
character, sharing a location or adjacent to a location with
a supporting character, chooses to PUSH or PULL the
supporting character.
Supporting characters NEVER SWAP locations.
Supporting characters
are NEVER chased
from a location. If
supporting characters
are caught at a location
attacked by Klein, and
they are not hiding with
a Player character,
they are killed and removed from the game.
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POSSIBLE TRAITOR
If, after viewing clues, you discover one of the other Players
or you yourself is possessed by Klein, it may effect what
information you share, or how truthful the information you
share is, with other players.
As the Player possessed by Klein, you only win if you are the
sole survivor and correctly declare yourself to be the killer.
In 2 to 5 player games there may or may not be a traitor.
In a 6 player game there is ALWAYS a traitor.
ENDGAME
All players surviving the 3 Acts until morning each take a
Suspect lineup card. Take your character token and, using
any knowledge you have acquired about the clues, secretly
place your character token on the suspect you believe to be
possessed by Klein.
Once all surviving players
have secretly chosen which
suspect they believe to be
possessed by Klein, the
accusations are revealed.
After all accusations are
revealed both clues are
unveiled and the character
possessed by Klein is
discovered.
Any player that is not possessed by Klein, has survived until
morning, and correctly deduces who the killer is, wins.
Any surviving players that accuse the wrong suspect are
eliminated in one final Klein attack and lose the game.
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If you are the traitor and you have survived the night, you
only win if all the other Players are eliminated and you
identify yourself as the killer. So, if other Players survive the
night and you have mislead them that another character is
the Killer, they will not survive the accusation phase, and you
will win the game.
Whether you are a survivor or the traitor, you must
survive the night to win the game unless you are the
sole survivor.
If at any point during the game you are the sole remaining
Player and you can correctly name the killer, even if you are
the killer, you win.
ADVANCED PLAY
To increase difficulty, subtract 1 Calm Night
card when configuring the Attack deck at the
start of each Act.
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SPECIAL THANKS
Michael The Original Klein, Richard Rahdo Ham, Tyler
Bearded Meeple Anderson, Nick BoardGameBrawl
Meenachan, Pasan Madusanka, Brenda, Nita, Jack,
Kimberly, Megan, Andrew, Lena, and Playtesters Leo, Lola,
Jennifer, Veronica, Tali, and especially Max for contributing
his game design ideas.
CREDITS
Produced by:
Gregory James & Andrew Scott
Game Design:
Andrew Scott
Illustrations:
Marco Chiu
Graphic Design:
Gregory James
Manufactured by:
Wingo Games
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GAMEPLAY TIPS
1. Take notes! Take notes about other Players actions! Take notes
about what other Players have seen! Take notes about what
information you have acquired! Take as many notes as possible!
2. Surviving is your number one goal. It is more important to know
what locations are safe than to figure out who the Killer is.
3. When the REVEAL card Peeking icon is revealed, if you havent
viewed the location in the Peeking sleeve that is about to be attacked,
you may not know where the attack will occur. But if you have viewed
locations in other Peeking sleeves, then you do know which locations
are safe to move to.
4. If you dont have any knowledge of what locations are safe, follow
other Players actions. Everyone has to survive to win, even the Killer.
5. When you dont need to follow another Players actions to be safe,
still watch what they do. This way you can deduce what information
they have acquired, without having to share. And on occasion, their
actions will alert you to who is possessed by Klein.
6. If an attack is imminent be sure to take Non-Exposure actions
(Grab a Hiding place tile or Search for clues) before taking Exposure
actions.
7. Sometimes it is better to be chased to a location and become
scared rather than to stay put. When you are chased to a location, that
you know is safe, you are supplying other Players with information.
8. Trust Player actions more than you trust information shared by
other Players.
9. When you discover information another Player has shared with
you to be untrue, your newly acquired information may shed light on
what information the other Player really knows. For example: If the
Jock looks at Clue #1 and tells you, the Cheerleader, he saw the clue
Piercing, and later you look at Clue #2 and you also see Piercing,
you can deduce the Jock has lied to you. The Clue he likely saw
probably matches one of his Clues, either Muddy shoes or Torn
pants. Meaning either the Punk or you, the Cheerleader, is the Killer.
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KLEIN ATTACKS
REMINDERS