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Terrorscape: Feral Instincts

Expansion for Terrorscape

Terrorscape: Feral Instincts Rulebook

Table of Contents

Table of Contents

  • Components
  • Map - The Cabin
    • The Suitcase
    • The Killer's Passage
  • Killer - Werewolf
    • Special Setup
    • Gameplay
    • Special Items
    • Further Explanation of Silver Bullets
    • Further Explanation of Hyper-hearing
  • Killer - Huntress
    • Special Setup
    • Gameplay
    • Type of Huntress's Traps
    • Further Explanation of Stepping into a Trap
    • Further Explanation of Tracking
    • Further Explanation of Traps Reset

Components

  • The Huntress miniature x2
  • The Werewolf miniature x2
  • Game board x2
  • Killer board x2
  • The Huntress's trap token x8
  • Treasure box x4
  • Suitcase token x1
  • Killer's skill card x26
  • Item card x4
  • Special rule card x1
  • Rule sheet x1
  • Organizer x1

Map - The Cabin

During setup, players may choose which map to use. This expansion provides the Cabin map. This section will introduce the special features of the map.

The Suitcase

The suitcase token has two sides: face up and face down.

At the end of the Survivor's setup, the Survivors place the suitcase token face up in R4 Room 102.

During the Survivor's turn, if the suitcase is facing up, a Survivor can do an extra action: draw a card from the discover deck there, then flip the token.

(The illustration for this action is captioned "Draw 1 card. [warning-triangle icon] if needed".)

At the beginning of the Survivor's turn, if the suitcase token is facing down, flip it back to face up.

The Killer's Passage

The dotted line between R5 Room 101 and G2 Forest Track is the Killer's passage.

When the Killer [MOVE] or [STEALTH], these 2 locations count as adjacent to each other.

(Hint: This only applies to [MOVE] or [STEALTH]. They are not counted so for any other circumstances such as skills that affects a range of locations. E.g., [FEAR] in the Spectre's "Scream".)

Killer - Werewolf

Transcriber's note: this sheet prints several location and token symbols only as pictures, so they are given here as bracketed icon names. The warning-triangle symbol is named [warning-triangle icon]; the Hyper-hearing bullet "If the firecracker token is in play" identifies it as the firecracker token, and that identification is an interpretation of the picture rather than printed text.

Special Setup

  • During the Survivor's setup, shuffle the item cards showing the box on their backs to form the special item deck.
  • Also, place a treasure box on each of the following locations: Hidden exit, [spiral icon], [book icon], and [hammer icon]. (On the Cabin map, they are B5, B4, R5, and G3.)

Gameplay

  • During the Survivor's turn, if the location has a treasure box, a Survivor can do an extra action: draw a card from the special item deck there, then remove the treasure box.

Special Items

  • The special items includes: "Silver Dagger" x3 and "Silver Bullets" x1. They occupies your inventory like other items. However, they are very effective when defending the Werewolf's attacks.

Further Explanation of Silver Bullets

  • "Silver Bullets" can convert all 1 and 3 you rolled to 5. For example, with a "Silver Bullets" used, the below result becomes 15 instead of 5.
    • The example result shown is the dice 1, 1, 3.

Card text, "Silver Bullets" (requires a Revolver): every 1 or 3 you rolled is counted as 5.

Further Explanation of Hyper-hearing

  • If there are more than one nearest location with [warning-triangle icon], the Werewolf can choose to [MOVE] to either one of them.
  • If there is a [warning-triangle icon] in the Werewolf's current location, it can only [MOVE] x 0.
  • If the firecracker token is in play, the current location of the Werewolf is the nearest location with a [warning-triangle icon].

Card text, "Hyper-hearing": [MOVE] x0-6 to the nearest location with [warning-triangle icon]; [SEARCH].

Card-face note: the item and skill card illustrations also carry a small number and a lightning-bolt icon that this sheet does not explain. They are not transcribed.

Killer - Huntress

Special Setup

  • During the Survivor's setup, for each [key icon] and [gear icon] locations, place 1 unknown trap on it.
  • During the Killer's setup, for each [key icon] and [gear icon] locations, place 1 trap of your choice on it. Do not disclose which type of trap has been placed.

Gameplay

  • Everytime when a Survivor [MOVE] into a location with a trap, any Survivor must immediately inform the Huntress which trap has been stepped on. She will then: 1) reveals which type of trap it is; 2) executes the trap's effect.
  • Then, both sides remove that trap.

Type of Huntress's Traps

  • Skull Trap (x1): [FEAR]x2 the Survivor stepping into this trap.
  • Bear Trap (x1): Damage the Survivor stepping into this trap.
  • Net Trap (x2): The Survivor stepping into this trap will be immobilized for the rest of the round. Lay down the Survivor's miniature and they cannot [MOVE] away from that location. At the beginning of the next Survivor's turn, reset that miniature in the same location and they can leave the location.

Further Explanation of Stepping into a Trap

  • A Survivor may [MOVE] up to 2 steps in their turn. Therefore, if they stepped into a bear trap or a skull trap in their first step, they can continue to the second step. However, if they stepped into a net trap in their first step, they must stop there and cannot continue to [MOVE]. If William was using Sprint, stepping into a net trap also stops him there, and he must place a [warning-triangle icon] at where he has stopped.
  • The flee after an encounter would also activate a trap.

Further Explanation of Tracking

  • The targeted Survivor needs to count the shortest path to the Huntress, and tell her how many steps they are away from her.

Card text, "Tracking": [SEARCH] - Show the distance to a Survivor of your choice.

Further Explanation of Traps Reset

  • The Huntress may reset all the traps and place them anywhere (maximum: 1 trap per location). If the Huntress places a trap in a location containing any Survivors, it will not be activated immediately. Traps would only be activated when any Survivor [MOVE] into the location.

Card text, "Traps Reset": [STEALTH] to any location; reset all traps in any location.