
CRYPTID HUNTER: Dark Hunter Files
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.
Dark Hunter Files Story: YOU and 1-2 other players are Antagonist cryptid hunters working together OR against one another. Unlike Protagonist cryptid hunters (the good guys in the other decks), you will be hunting cryptids for the purpose of adding them to your cryptid throng, waiting for the right time to send them after an opponent. Your goal is to be the last one standing after the last Lead is drawn.
Victory: Collect the most proof OR kill off the other cryptid hunters with your collected Encounter cards.
Setup
1. Place shuffled decks in the center of 2 - 3 players.
2. Each player chooses a Cryptid Hunter card at random.
3. Make sure each player has 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. The oldest player goes first.
TURN-BASED PLAY
When a player draws a card, it must be resolved immediately unless a card instructs otherwise. On their turn, a player may 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.
5. Sic ‘em (See DARK HUNTER game turn options). Only Dark Hunter Antagonists have this option.
Roll to Succeed or Fail: Some cards may have unique die roll instructions, but generally, rolling a STAT number or below is a success.
THE GAME TURN OPTIONS
On their turn, each player may 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: Hunters may discard 1 Lead, Evidence, or Proof/Encounter to draw an Item.
Save: They 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.
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.
CARD ANATOMY
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.
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.
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.
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!
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.
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.
More Card Anatomy Most Cryptid Hunter cards have the following 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, players keep the card in their Proof (or trophy) area. 6. Fame-Fame points are
counted toward victory when playing for the highest fame point total.
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

















