Creepy Freaks
Creepy Freaks Rulebook
Table of Contents
Table of Contents
Contents
- 1 Freak Leader figure
- 1 game board
- 3 creepy freaks figures
- 1 six-sided die
- 1 rulebook
- 4 stickers
- 1 Creepy Freaks cartoon DVD
Object of the Game
Your goal is to scare the other player's figures off the board.
What Is a Figure?
A figure is a miniature that represents one of your creepy freaks or the Freak Leader who leads your team of monsters. Take a look at one of your figures. Pick it up and turn the figure. Turning the arrow from left to right, from one circle to another, is called a click, because it makes a clicking sound.
Take a look at the picture below. Keep the words and what they point to in mind; you'll read about some of them later in these rules.
Figure diagram labels:
- FRONT: FIGURE NAME, FIGURE NUMBER, SCARE TYPE PICTURE, SCARE NAME, FREAKED OUT FACE, STARTING CIRCLE, CIRCLE, COLOR BAR, WEAKNESSES
- BACK
Getting Started
Lay out the Creepy Freaks game board. You and the other player should sit across from each other. You and the other player choose how many figures will be on each of your teams. You both must have the same number of figures on your teams: one (and only one!) Freak Leader "kid" figure and from 3 to 15 creepy freaks "monster" figures.
You and the other player take turns putting figures on the game board. The youngest player goes first. Turn all the figures to their starting circle. Put the figures so that they are in the back row (the one nearest to you) first. Each figure should face the other player. You have to fill up your back row of squares, one figure per square, before putting any figures in the next row of squares.
Callout on the setup illustration: Make sure each figure's arrow is pointing to its green starting circle.
Callout on the setup illustration: Put your figures on the game board so that their faces are looking at the other player.
Callout on the illustration of a figure: Your figure can't move through, or "jump" any other figure on the board.
After putting a figure on the board, say "Your turn." Once you say this, that figure cannot be moved until the game starts. Then it's the other player's turn to place figures.
Playing the Game
After all the figures have been placed on the board, players take turns moving one of their figures and maybe scaring other figures! The youngest player goes first, then the other player.
Moving Figures
Roll the six-sided die and pick one of your figures to move. This figure is the only one that can move or scare another figure this turn.
Your figure can move any way its color bars point, but it can move in only one direction per turn.
Move your figure a number of squares up to the number shown on the die. You don't have to move your figure all the way; in fact, you don't have to move your figure at all if you don't want to.
Diagram caption: Bo Oger may move in these four directions.
Scaring Figures
Each figure uses a certain scare type to scare other figures. Here is a list of all the scare types and the pictures that go with them:
- Biohazard
- Brains
- Cloud
- Copy
- Critters
- Eye
- Hairballs
- Mouth
- Potty
- Snot
- Sound
- Star
- Stink
- Vomit
Once you've moved or decided not to move your figure, if it is in a square next to another team's figure, and one of your figure's color bars is pointing at that figure, it scares that figure by one click. Turn the scared figure's arrow to the next circle.
Diagram caption: Bo Oger can scare the figure shown by the arrow because one of his color bars points to it.
Callout on the illustration: Your figures never scare each other, even if one of your figure's color bars points to them.
If your figure's color bars point to more than one opposing figure, each of those figures is scared one click.
Diagram caption: Bo Oger can scare all three of these figures because his color bars point to each of them.
When a figure has been so scared that its arrow points to its last circle, the one with the freaked out face, it runs away. Take this figure off the game board; it is out of the game.
Weaknesses
If your figure has a scare type picture in one of its circles, it has a weakness to (is especially scared of) that scare type. Whenever this figure is scared by this scare type, click this figure's arrow around to the circle this picture is in. If there's more than one circle with the same picture, click it to the next one. A figure with no weakness to the scare type is scared only one click, as normal.
Special Scare Types
Star: The Freak Leader kids are special figures. Kids are the scariest things the creepy freaks have ever seen! Because of that, kids scare other figures really well.
All Freak Leaders have the Star scare type. When a Freak Leader scares a figure, click that figure to its next weakness. If there is no next weakness, just click it once.
Copy: Some figures have the Copy scare type. These figures can copy any scare type, except the Star scare type, that a figure on the other team has on the game board. You choose which scare type to use when your figure with the Copy scare type scares another figure.
Winning
You win when you have scared all of the other player's figures off the game board.
If at any time there is only one figure remaining on the other player's team, that figure automatically freaks out and runs away, and you win.
Four-Player Rules
Playing with four players works exactly like playing with two players, except as noted in the following rules.
Getting Started
Lay out the Creepy Freaks game board. Each player picks a different edge of the game board to play on.
Each player chooses to play with four or six figures. All players must have the same number of figures on their teams: one (and only one!) Freak Leader "kid" figure and three (for a total of four) or five (for a total of six) creepy freaks "monster" figures.
If using four figures, players must set up in the areas shown in Diagram 1. All figures must face the player directly across from you.
Diagram 1: Four-figure setup (8 x 8 grid transcribed from the printed diagram; # = marked setup square, . = empty)
. . # # # # . .
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# . . . . . . #
# . . . . . . #
# . . . . . . #
# . . . . . . #
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. . # # # # . .
If using six figures, players must set up in the areas shown in Diagram 2. As in the two-player rules, remember that players must set up in their back row of squares first (in the areas shown only).
Diagram 2: Six-figure setup (8 x 8 grid transcribed from the printed diagram; # = marked setup square, . = empty)
. . # # # # . .
. . . # # . . .
# . . . . . . #
# # . . . . # #
# # . . . . # #
# . . . . . . #
. . . # # . . .
. . # # # # . .
Winning
If at any time all of a player's figures have been scared off the game board, the winner is the player with the most figures left on the game board.
If at any time there is only one figure remaining on the other player's team, that figure automatically freaks out and runs away, and you win.
If two or more players have the same number of figures on the game board when all of a player's figures are scared off the game board, keep playing until one player has more figures on the game board than any other player. Count figures at the end of each turn until there is a winner.