













CRYPTID HUNTER: Dark Hunter Files
Cthulhu: Risen Story: The Ancient One stirs in the dark depths of the earth. The cataclysmic event triggers the hidden cryptids of lore to come out of hiding in frenzied panic. You must cower behind throngs of unnamable beasts in hopes of being the last devoured. Your doom is inevitable.
Description: You and 1 other player control a deck of cryptids as you compete to be the last of humankind. Based on travel games of the 1980s, this quick-play hack-and-slash game has elements of craps (special triggers from 7s, boxcars, and snake eyes), while still giving events and point allotment a place at the game table. The last player to exhaust their deck wins the game. Only 1 will win, but all are lost in a this game of doom.

Victory: Be the last player to exhaust their deck. If you like surprises and tension, go with the OPTIONAL VICTORY CONDITION. With OVC, defeated monsters are not sent to the Abyss but are kept to the side (Victory Pile) by the defeating player. After the first deck is exhausted, players count the Heart Points of the monsters in their victory pile. The player with the most points wins the game.
Setup
1. Shuffle the entire deck thoroughly.
2. Card faces down, count out an even sized deck for each player.
3. Place 3 six-sided dice within reach of the players.
4. Decide who goes first.
5. Players draw their first card from their deck at the same time (card face up). The game can now begin.
Player's Turn
1. Attack opponent's monster, roll 2d6.
2. Regenerate any qualifying creatures.
3. When a Predicament card is drawn when replacing a destroyed monster, place it to the side in your play area until is can be resolved. Also draw again for the replacement monster.
Roll to Succeed or Fail: A successful or failed attack on the opponent's monster determines the outcome.
THE GAME TERMS AND MEANINGS
On their turn, each player may do one of the options below:
Attack Opponent's Monster: Because players draw their starting monster during setup, and defeated monsters are replaced from the monster deck immediately, Attacking is always a player's first turn action.
Wound: A wound marks a successful attack against a creature. Players turn their creature cards 90 degrees to the right each time their creature receives a wound. When a creature has taken its last wound, it is sent to the Abyss and immediately replaced from the controlling player's creature deck. The arrow at the top of the creature card shows how many wounds the creature can endure before it is destroyed (sent to the Abyss).
Regeneration: Discard 2 Just as creatures can be wounded, they may also regenerate. A creature regenerates when a player makes an attack roll against an opponent's creature and that roll matches the Heart number of the attacker's creature. The number rolled is still resolved normally as a successful or failed attack roll against the opponent.
Arrow Value: This number in the arrow located at the top of the creature card shows how many wounds the creature can endure before it enters the Abyss.
Heart Value: The number in the heart has two purposes. It is the number your opponent must meet or beat on a 2d6 dice roll in order to wound your creature. Some creatures have multiple heart numbers. In this case the opponent must meet or beat the highest value. The hear number is also significant to the controlling player. If a player rolls to attack their opponent's creature and the rolled number matches ANY of the controlling creature's heart numbers, the creature may regenerate.
OPTIONAL RULES
Pain: Players controlling a wounded creature must subtract 1 point from their rolled number.
Death Blow: When an Attack roll results in doubles, the Heart values of the creatures in play are compared. Assume the higher heart value of creatures with multiples. The creature having the lower value joins the Abyss.
Buster Rule: When both players fail to wound opponent 3x, each player will use 3d6 until the conflict is resolved. Players return to using 2d6 after the conflict is resolved.
Quad-play:
Option 1: Use two decks for 4-player games. Players attack the deck to their right
Option 2: This option is the same as option 1 with the exception that this game ends sooner.
CARD ANATOMY
Play Area are informative tips on the nature and location of cryptids. They can be gathered by talking to locals, scouring historical newspapers, listening to podcasts and radio shows, watching movies, and attending cryptozoological events. Leads must be obtained to find evidence of a cryptid’s activity. Leads are essential for Cryptid Hunters - and are used as a form of game currency! Leads can be exchanged to find Evidence of a cryptid in an area, or for useful supplies. Five Lead cards are Permanent Cards. These cards do not have a foot icon like other Lead cards because they may not be traded, discarded, or removed from the play area.
Creatures are your key to survival, though
temporary it will be. Players don't protect the
creatures. They cower behind them.
Predicaments are cards that are not
creature cards. They add plot and strategic
factors into the fray.
Arrows show how many times the creature
may be wounded before being thrown into
the Abyss.
Hearts show your opponent what they
need to meet or beat on a roll of 2d6 to
to wound your creature.
Dice
2 six-sided dice (2d6) are rolled for all success checks unless the optional Buster rule is used (see Optional Rules above).
WHAT THE ROLLS MEAN (Roll 2d6)
Boxcars (double sixes) is a total success. On an attack roll, your opponent loses their creature and replaces it immediately.
Snake Eyes (double ones) is a total failure. Players rolling snake eyes lose their current creature and replace it immediately.
First 7 When players roll their first 7 of the game, they may begin to track a 7-point pool. This pool can be used partially or all at once throughout the game for a point for point enhancement of any failed rolls. Once the 7-point pool is exhausted, it may not be regained.
Attack Rolls: Player attack opponent creatures by rolling 2d6. The number rolled must meet or beat the opponent creature's heart value to be successful. The opponent creature is now wounded.
This 50-card deck includes Game Stats
6 Predicament Cards 2 Players
Death--Against All Odds--Angered Faye Ages 10+
Corpse Eater--Strange Life--Tag Team Play time 15-30 min.
51 Creatures Ages 10+
Abbadouche--Beastman--Canridaus
Catawampus--Chupacabra--Coalsparry
Cthulhu--Dewayo--Flatwoods Monster
Vegetable Man--Grave Puck--Grinning Man--Halflings
Jersey Devil--Nessie--Frogman--Mountain Mama
Moth Man--Muddy Man--Pheonix--Pokim
Pope Lick Monster--Pop Frog--Roswell Aliens
Skinwalker--Slank--Snallygaster--Snarly Yow
Spleenwart--Uktena--Waterhorse--Wendigo
Wick--Mudpuppy--Griffin--Lava Craken--Krampus
Cumberland Dragon--Nuckejavee--Apple Devil--Devil Bird
Sheepsquatch--Msi Pissi--Grafton Monster--Ohio Deer Man
Fresno Nightcrawlers--Maryland Goatman--Dream Eater
Ningen--Ningen 2--Perytons