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CRYPTID HUNTER: All Alone​

​Description: A game in which players control unique cryptid hunters in hopes of capturing leads, evidence, and cryptids. Each deck is designed to give the player a cryptid hunting experience from 3 unique perspectives, depending on which deck is being played. Each deck may be played as a stand-alone game all by itself OR may be combined with other Cryptid Hunter decks to increase player count and/or game options.

 

Dark Hunter Files Story: Your sponsors and crew have left you. You know the dangers of acting alone, but you can’t let these opportunities go to waste. Do you have what it takes to survive AND show the world you were right all along?

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Victory: Be alive when the last Lead is resolved OR attain 20 Fame points.

 

Setup

1. Place shuffled deck within reach.

2. Draw a random Cryptid Hunter card.

3. Have access to a pair of 6-sided die. Scratch paper, a pen, and extra dice are also helpful to keep track of any bonuses or penalties put into play by drawn cards.

4. Take your first turn when ready.

 

TURN-BASED PLAY 

When a card is drawn, it must be resolved immediately unless a card instructs otherwise. On each turn do one of the following actions:

1. Draw a Lead

2. Discard 2 Leads to draw Evidence

3. Discard 2 Evidence to draw an Encounter

4. Trade 1 card for 1 Item

 

Roll to Succeed or Fail: Some cards may have unique die roll instructions, but generally, rolling a STAT number or below is a success.​

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THE GAME TURN OPTIONS

On each turn, do one of the options below:

Draw a Lead: Resolve it or keep it, depending on card instructions. Some cards must be used immediately, and others may be kept to the side until needed.

Discover Evidence: Discard 2 Leads to draw an Evidence. Resolve it immediately by following the instructions on the card. This usually requires a 2D6 roll and instructions to keep or discard.

Encounter a Cryptid: Discard 2 Evidence to draw an Encounter and resolve it immediately. If successful, add the Encounter card to your Proof area. If your Encounter fails, the cryptid wounds the Hunter and escapes (place it in the discard pile). WOUNDED players rotate the Hunter card to the horizontal position to indicate a wounded Hunter. If the wound goes unhealed, a second wound requires turning the horizontal card once more to the upside-down position. A third wound removes the Hunter from the game. 

Trade: You may discard 1 Lead, Evidence, or Proof/Encounter to draw an Item.

Save: Player may also discard Leads, Evidence, Items, or Fame, after a failed roll, to change the outcome of the roll by 1 for each discarded card.

 

OPTIONAL RULES

On-the-Go: Fame scores are tallied after a 15, 30, or 60-minute timer sounds off. Just try to beat your last record.

Copperheads & Hobos: Discard failed Encounters into a special “Escape Deck.” Whenever a player rolls boxcars or snake eyes, the escaped cryptid from the top of this deck immediately attacks the player. This is an unplanned Encounter so it may not contribute to Proof or Fame. After the ambush, discard the cryptid into the regular discard pile.

Prepper: P. House Games recommends that newer players begin the game with 2 random items. This speeds things up significantly. 

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THE CARDS

Leads 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.

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​​​​Items can help or hinder Cryptid Hunters.  Players can attain 1 Item by discarding 1 Lead, Evidence,                                    or Proof. Each character may hold a different number of items at a time. Some Items may only be                                    used on one’s turn, whereas others may be used at any time. Each Item card will specify the                                    parameters of its use.

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                                         Evidence shows a cryptid is in an area - strange scratches, eerie noises, clumps of hair, and                                                   piles of scat. Finding Evidence will lead Cryptid Hunters to the exact location of a cryptid.                                                              Misreading or mishandling the Evidence, however, will lead Cryptid Hunters astray.  

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Encounters are gained after diligently gathering Leads and searching for Evidence.                                                              Cryptid Hunters are rewarded with what they seek most – a cryptid encounter! While                                                                      cryptids are fascinating, they are also extremely dangerous. If Cryptid Hunters aren’t                                                              careful, they’ll alert the creature of their presence and risk being attacked!

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Cryptid Hunters are unique individuals with their own goals, strengths, weaknesses, and abilities. Each one provides a unique way to play the game. Every Cryptid Hunter has one thing in common - they want to find proof of cryptids first! Assuming the identity portrayed on the cryptid hunter card, players must work against

and with each other to win - sometimes using less than friendly methods. Each Cryptid

Hunter has three STATS and three POTENTIALS which are explained below.

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Stats and Potentials

HUNCH is the combination of a Cryptid Hunter’s intuition, intelligence, and ability to see

connections; it is mostly a gut feeling that is useful in knowing what to do next!

REFLEX This is the combination of a Cryptid Hunter’s speed, strength, and attentiveness;

it is mostly being able to adeptly move, without thinking, and avoid physical harm!

SUPPORT This is the combination of a Cryptid Hunter’s affiliations, popularity, status,

and charisma; it is mostly the ability to solicit cooperation from others!

The bottom 3 numbers are POTENTIALS. They show the maximum number of Items, Leads, and Evidence a Cryptid Hunter is allowed to have in their play area at one time. NOTE: Hunters may not exceed the number of cards indicated by their Potentials number. To clarify, The Camper above may only have one item at a time in their play area. They may not draw a 2nd item while they have one in their play area. However, if The Camper or another CH is resolving a card which instructs The Camper to draw an item, The Camper may discard an item to allow room for the new item to be drawn OR simply claim ineligibility to draw the new item.

 

SOME CLARRIFICATIONS and ERATA

Attached to you-Cards are cards in play which have an effect on you. These are typically going to be cards giving a die roll bonus, increase or limit on the number of cards in play, etc.

Instruction Cards are Leads, Evidence, and Items cards.

Intercessory Cards allow a hunter to attempt to succeed on a roll when an opponent fails the roll. When this occurs, the hunter making the successful intercessory roll gets to keep the card awarded for the successful roll. These cards will not be included unless the All Alone deck has been combined with the West Virginia or Dark Hunter Files decks.

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Card Anatomy Notice the card name, a narrative themed text, some sort of requirement (usually a dice roll), and an explanation of the outcome of the requirement.

 

Encounter cards contain the following information: 1. Cryptid File Type/Category-Exhibits the

type of cryptid. This is a mechanic feature triggered by some booster cards. 2. Story Text-

Sets the vibe of the cryptid card. 3. Instructions-Details requirements for resolving the

encounter to claim Proof and/or Fame points. 4. Cryptid Name-The common or local name

of the cryptid. 5. Proof-An interchangeable name for the Encounter card. If successfully

resolved, player keeps the card in their Proof (or trophy) area. 6. Fame points are

counted toward victory under some victory conditions.


This 85 card deck includes                                          Game Stats 
3 Cryptid Hunter Antagonists                                     2-3 Players                               
33 Leads                                                                              Ages 10+
7 Cryptid Encounters                                                     Play time 30-60 min.
19 Evidence
15 Items

3 Dice Counter Cards

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