- 7 Hero Badges
- 1 Game Board
- 7 Hero Movers
- 6 Monster Mats
- 10 Villager Movers
- 7 Monster Figures
- 60 Item Tokens
- 20 Monster Tokens
- 1 Frenzy Marker
- 1 Terror Marker
- 1 Item Bag
- 5 Reference Cards
- 3 Dice
- 30 Monster Cards
- 20 Perk Cards
Unfold the game board and familiarize yourself with the locations (spaces with names). As you set up and play the game, instructions and components will reference these locations.
Place the Terror Marker on the "0" of the Terror Level Track in the top-left corner of the board.
Place the 10 Villager movers and 3 dice next to the board.
Shuffle the Monster cards and place them in a deck face down next to the board.
Choose which Monsters to play against. (See DIFFICULTY on the next page).
Take each chosen Monster's corresponding Monster mat. Place the mats in a row next to the board, from lowest to highest Frenzy Order. The Frenzy Order is in the upper left of each mat.
Complete the setup for each Monster in your game, using the back of one of the other Monster mats. Then return all unused Monster mats, figures, and tokens to the box.
Place the Frenzy Marker on the mat with the lowest Frenzy Order.
Mix up the Hero Badges face down and give one at random to each player. Give each player their corresponding Hero mover and a Reference card. Return the remaining Badges, Heroes, and Reference cards to the box.
Place your Hero at the starting location indicated on your Badge.
Shuffle the Perk cards and give one at random to each player, face up. Place the remaining Perk cards in a deck face down next to the board.
Place all 60 Item tokens in the Item bag and mix them up. Draw 12 Items from the bag and place each one at the location indicated on the Item. Place the Item bag next to the board.
Object of the Game
Horrified is a cooperative game in which all the players win or lose together. The players win if they defeat all of the Monsters they are playing against. In order to defeat a Monster, you must first complete a task.
Each Monster's task and subsequent defeat is unique:
Creature from the Black Lagoon: Find the Creature's hidden lair, then drive the Creature away.
Dracula: Smash Dracula's four coffins, then overcome Dracula.
Frankenstein and the Bride: Teach Frankenstein and the Bride what it means to be human so they can live peacefully.
Frankenstein is actually the name of the scientist who created these Monsters. However, with so many Monsters plaguing their village, the villagers have come to refer to these particular Monsters as just "Frankenstein" and the "Bride".
The Invisible Man: Supply evidence to the police of the Invisible Man's existence, then trap him.
The Mummy: Break the Mummy's curse, then return him to his tomb.
The Wolf Man: Discover the cure for lycanthropy, then administer it to the Wolf Man.
The players lose immediately if one of the following occurs:
Terror: Each time a Hero or Villager is defeated, the Terror Level will increase. If the Terror Level reaches its maximum, indicated by the skull, the Monsters have overrun the village and the players lose.
Out Of Time: Each turn, you will draw a card from the Monster deck. If you need to draw a Monster card but the deck is empty, you have taken too long to defeat the Monsters and the players lose.
Adjust the game's difficulty by playing against a different number of Monsters:
Your First Game
Creature from the Black Lagoon & Dracula.
(Recommended whenever you play against a Monster for the first time)
Any two Monsters.
Any three Monsters.
Any four Monsters.
First Player: The player who most recently ate garlic takes the first turn.
On your turn:
Each turn has two phases, performed in this order:
Take as many actions as indicated on your Badge. In addition, any player may play any number of Perk cards.
Draw one Monster card from the top of the Monster deck and resolve all three parts of the card.
After completing both phases, play proceeds clockwise, starting with the next player's Hero Phase.
Take up to the number of actions indicated on your Badge. You may choose to take fewer. Actions may be taken multiple times and in any order. The possible actions are:
Move your Hero along a lit path to an adjacent space. You cannot move to water spaces and can only cross the river using one of the two bridge spaces.
In addition, you may take any number of Villagers in your Hero's space with you when you move.
Note: Monsters do not affect movement. You may move into, out of, or end your turn in a space with one or more Monsters. However, this could make you more vulnerable to their attacks during the Monster Phase.
Move one Villager from your Hero's space to an adjacent space, or move one Villager from an adjacent space to your Hero's space. Villagers also cannot move to water spaces, and Monsters do not affect their movement.
Some Heroes have a special action, as indicated on their Badge. Just like other actions, special actions count as one of the total number of actions for your turn and can be taken multiple times.
Take any number of Items from your Hero's space. Keep all your Items in front of you, next to your Badge.
All Heroes in the same space as your Hero may freely give or take any number of Items from each other.
Note: Sharing does not require one-to-one trades and does not need to involve you, as long as all Heroes giving or taking Items are on your Hero's space.
At a specific location, use one of your Items to advance a Monster's task.
In a Monster's space, use your Items to defeat that Monster.
Note: You must complete the Monster's task, before you can take the action to defeat that Monster.
Strategy Tip: It's a good idea to pick up Items on your first turn. You need certain Items to advance tasks and defeat Monsters, but Items can also be used to defend against Monster attacks, as explained later.
Villagers may appear in the village during the Monster Phase. You will be directed to place the Villager at a specific location. There is no limit to the number of Villagers that can be on the board at one time.
Each Villager has a safe location they are trying to reach, as indicated at the top of their mover. You can use the Move and Guide actions to usher Villagers to their safe location.
As soon as a Villager reaches their safe location, they reward you for your assistance. The current player removes the Villager from the board and draws a Perk card from the deck.
Each player starts the game with a Perk card, and more Perk cards can be earned by getting Villagers to their safe locations. Keep all your Perk cards face up in front of you. It's a good idea to discuss your Perk cards, and when to play them, with the other players.
Perks may be played on any player's turn, but only during the Hero Phase. When you play a Perk card, do what the card says, and then put it in a discard pile face up. Playing a Perk card does not take an action.
Items are important for advancing tasks and defeating Monsters, as well as defending yourself from the Monsters' attacks. Each Item has a color, indicating its type, and a strength, which is the number at the top. Each Item also has a location, which indicates where the Item is placed when it is drawn from the Item bag.
The color, strength, and location may be important when using Items, as shown on each Monster's mat:
Only one Item of the color shown may be played per action.
Any number of Items of the color shown may be played in a single action. Add together their strengths to meet or exceed the number.
When you use an Item, whether to take an action or to defend against an attack, place it in a discard pile next to the board unless the action tells you to place it on a Monster's mat (as when advancing the Invisible Man or the Wolf Man's tasks).
Don't return Items to the Item bag unless specifically instructed to do so.
Draw a card from the top of the Monster deck and resolve the three parts of the card, from top to bottom. After resolving the entire Monster card, put it in a discard pile face up.
Draw the number of Items listed at the top of the card, if any, from the Item bag. Place each Item at the location indicated on the Item.
If you need to draw an Item when the Item bag is empty, place all the Items from the discard pile into the bag, mix them up, and continue drawing.
Each Event either involves one of the Monsters or the Villagers.
The card's color, as well as the symbol above the Event's name, indicates who the Event is about. Gray cards are about the Villagers. Colored cards are about a specific Monster.
If the Event Monster is not in your game, completely ignore the Event and continue with the Monster Strike. Otherwise, read the Event out loud and do what it says.
3. Monster Strike
Certain Monsters move and attack, as indicated by the symbols at the bottom of the card. In order from left to right, move and attack with the first Monster before proceeding to the next Monster.
If an indicated Monster is not in your game, ignore that symbol. If the Frenzy symbol is shown, the Monster with the Frenzy Marker moves and attacks. This could result in the same Monster moving and attacking twice in one turn. (See Frenzied Monster on page 10).
Note: The Event Monster never attacks on that turn, unless they are Frenzied.
Move the Monster the number of spaces indicated on the card towards the closest person (Hero or Villager). As soon as the Monster is in a space with a person, they stop moving. If the Monster started in a space with a person, they don't move at all.
Attack one person in the Monster's space by rolling the number of attack dice indicated. If there are no people in the Monster's space, the Monster does not attack-do not roll dice. If there are multiple people in that space, the Monster will attack a Hero rather than a Villager.
If there are still multiple people the Monster could attack, the current player chooses one to attack before rolling.
If this symbol is rolled, the Monster's Power is activated, once for each Power symbol rolled.
If this symbol is rolled, the person was hit by the Monster's attack, once for each Hit symbol rolled. See the next page for how hits are applied.
Path Toward: If you are directed to move a Monster, Hero, or Villager toward someone or somewhere, you must move them along the shortest possible path. If there are multiple shortest paths, the current player decides which they take. Once they reach whatever they are moving toward, they stop moving.
Note: Only the Creature can move to water spaces. Unless the Creature is moving, only consider lit paths when determining the shortest path-do not consider water paths.
Closest Person: If there are multiple people equally close to a Monster, the Monster moves toward a Hero rather than a Villager. If there are still multiple closest people, the current player chooses one of them.
Other Ties: If an Event or Monster Strike could apply to multiple characters or locations, the current player decides which one to apply it to.
Hit by a Monster
To ignore being hit by a Monster's attack, a Hero may discard one Item for each Hit symbol rolled. If the Hero does not have enough Items, or does not wish to discard any Items, they are defeated. One hit defeats a Hero.
When a Hero is defeated, increase the Terror Level by moving the Terror Marker one space and remove that Hero from the board.
At the start of that player's next turn, they place their Hero at the Hospital and take their turn as normal, including their full number of actions. A defeated Hero does not lose any Items or Perk cards.
Note: Resolve each Monster's move and attack before proceeding to the next Monster. If a Hero discards Items to ignore an attack, they may still be defeated by a subsequent attack.
If a Hero is defeated, they cannot be the target of any other attacks this turn.
A Villager does not have any Items and is therefore defeated immediately when hit. When a Villager is defeated, increase the Terror Level by moving the Terror Marker one space and remove that Villager from the board.
Note: The target of an attack must be stated before rolling, and a Hero cannot discard Items to save a Villager.
End of the Game
The game can end in one of three ways:
If you defeat all the Monsters, the game immediately ends and the players have won! You've saved the village from a horrific fate, and perhaps even the Monsters themselves.
If the Terror Level reaches its maximum, indicated by the skull, the game immediately ends and the players have lost. Everyone, including the Heroes, are too horrified to continue. You abandon the village to the Monsters.
Out Of Time
If you need to draw a card when the Monster deck is empty, the game immediately ends and the players have lost. You've taken too long to save the village. The Villagers have fled and you aren't able to continue.
Note: The game ends only if you need to draw a card, but none remain. After resolving the last Monster card, play one final Hero Phase to try and defeat any remaining Monsters.
Try playing against different Monsters, or adding additional Monsters to increase the game's difficulty. For a more strategic setup, the players may choose which Heroes to play and who will be first player.
Be sure to consider which Monsters you are playing against, which Heroes' special actions will be the most useful, and who is most vulnerable or best positioned to take the first turn.
The Villagers are more fearful if there is only one Hero trying to save the village. Begin the game with the Terror Marker on the "3" of the Terror Level Track.
All the rules remain the same. However, do not play as the Courier-that Hero's Special Action cannot be taken in a solo game. Also the Perk cards "Special Delivery" and "Conduct An Investigation" cannot be used.
Either remove these cards before playing, or when drawn, immediately discard and draw a new Perk card to replace it.