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Occult Slumber Party Rules June 2014

Feb 28, 2018

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    It was supposed to be a fun vacation, a getaway from the city at

    a rustic home in the mountains surrounded by an idyllic forest. But

    that was before you found the strange old dec k of cards. And it was

    f i n i t l y

    before you opened the rulebook that came with the cards

    and read the strange words on its yellowing pages, unleashing an

    ancient demonic force that has infected some of your friendsor did it

    infect YOU? Now, you must use all of your wits and c unning to find

    out which of your friends has evil is lurking within t hemand

    bloodily sacrifice them before they slaughter you first But be careful

    whom you accuse: paranoia runs rampant in situations like this, and

    you dont want to go killing innocent people now, do you? You have

    to figure it out quickly, though, because every night the Demons claim

    another victim, and they wont be sat isfied until EVERYBODY DIES.

    So with that in mind, kick back and enjoy your

    OCCULT

    SLUMBER

    P RTY

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    WHAT IT IS

    In Occult Slumber Party, you and a group of friends each secretly

    assume the identity of a person on a card that you choose from a

    special deck and try to identify the Demons hiding in your midst. The

    game is a thematic and aesthetic variation of the game Werewolf by

    Andrew Plotkin, which in turn was based on Mafia, created by

    Dimitry Davidoff.

    THE ROLES

    The SUMMONER moderates the game and is responsible for

    making sure that the Occult Slumber Party progresses in a fair,

    orderly, and bloody fashion.

    PARTYGOERS are simply trying to survive the horror that

    theyve found themselves in the middle of without being

    misidentified as demon-possessed and subsequently sacrificed.

    DEMONS want to avoid detection at all cost s in their quest to

    souls. As such, they must survive until the next night,

    charming, lying and using every other evil trick at their disposal

    to cast suspicion on others.

    The OCCULTIST is a partygoer who has insight in to the secret

    world of the supernatural. Once per night, the Occultist can

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    look into another partygoers heart and discover if they are

    possessed by a Demon or not.

    The HEALER is a partygoer who can choose any one player

    (themselves included) to protect from Demon assault. The only

    drawback is that they dont know whom the Demons hav e chosen

    to attack

    SETTING UP THE GAME

    If youve played Werewolf or Mafia before, this part should be eas y.

    If you havent played either game, it s still pretty easy. There are 20

    cards total in the Occult Slumber Party deck: 14 Partygoers, 3

    Demons, 1 Occultist, 1 Healer and 1 Summoner. To play, firs t print

    and cut out the cards and g lue them to the heavy cardstock of your

    choice (using standard playing cards works really well). Depending on

    the number of people playing (any number between 7 and 20, with an

    odd number of players recommended but not absolutely essential), you

    must first assemble a deck with the proper number and ratio of cards.

    If seven people are playing, you should shuffle the Summon er card,

    the Occultist card, two Demon cards, and three Partygoer cards

    together. If nine people are playing, you should have t wo Demon

    cards and five Partygoer cards. You can add a third Demon if you

    have a lot of players, but that isnt requir ed. In any game of any

    number of players, you can also swap out one of the Partyg oer cards

    with the Healer card if that suits your fan cy (see rules below), and if

    you play with 20 people, use the entire deck.

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    Once the proper amount of cards are asse mbled and shuffled, the

    dealer hands one to each player, face down. Each player should look

    at their card, and they must KEEP IT SECRET. The only person who

    reveals their identity at this stage is the Summoner. It is their role to

    keep the game going and, above all, keep neutral.

    Once all the players have memorized their role and hidden their cards,

    the Occult Slumber Party begins in gory earnest.

    HOW TO PLAY

    First, the Summoner sets the properly ominous scene. Something like

    this works great:

    You and your friends have retreated to a secluded mountain getaway

    for a week of partying and fun. But you just had t o explore that old

    abandoned estate nearby, didnt you? And you couldnt resist messing

    around with that cursed deck of car ds that you found could you? Now

    you have some uninvited guests at your party: soul-hungry Demons

    who are masquerading as your friends. Youv e spent all day trying to

    figure whos possessed and whos still human, but now night has

    fallen. Creatures stalk the darkness, hunting for a new victim, but

    youre exhausted; you have to g et some sleep. So everyone please close

    your eyes

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    NIGHT PHASE

    Thus begins the first NIGHT phase. The Occu lt Slumber Party is

    divided into two phases: Day, when partygoers eat, drink, be merry,

    and then attempt to discov er who the Demons among them are and

    ultimately vote on one person to sacrific e; and Night, when all players

    must close their eyes and the Demon silently selects another victim.

    When the first Night phase begins (after all player s have their eyes

    closed and are settled), the Summoner says, Demons, open your

    eyes. The player(s) who are Demons then open their eyes . Then, the

    Summoner says, Choose someone to slaughter. The Demons must

    then silently choose one player to eliminate by communicating using

    sign language, pointing, etc. Once the Demons have decided who dies,

    the Summoner then says, Demons, close your eyes.

    The Summoner should allow for a pause of decent length and then

    say, Occultist, open your eyes. The Occultist does so. The

    Summoner then says, Silently point at s omeone to discover if they are

    a Demon. The Occultist then silently indicates another player they

    want to discover the true identity of, and the Summoner must then

    silently let them know if that person is or is not a Demon; a nod

    meaning yes, a shake of the head, thumbs up or down, etc . Once that

    is accomplished, the Summoner says, Occultist, close your eyes. This

    is the final turn before the sun rises.

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    Then say, The sun has risen and one of your num ber has been

    brutally butchered. Open your eyes : You are DEAD BY DAWN. The

    Summoner then immediately points out the dead partygoer. Without

    speaking they reveal their card, and they must not speak for the rest

    of the game. Have them go get a beer.

    DAY PHASE

    Now, the DAY phase (and the fun) begins. The players goal during

    the day is to come to a consensus on a Demon t o sacrifice (or, if youre

    a Demon, to cast suspicion on the others and survive to take another

    soul at night). What can players do? M ost anything. No one should

    reveal their actual role; if a partygoer is the Occultist, they should

    strive to keep their identity secret, less the Demons target them. And

    if youre a Demon, it doesnt do to go reve aling your true nature to

    your victims. But as you might begin to understand, this does not

    prevent you from accusing other partygoers or misrepresenting who

    you are. Lying, misdirection and other sorts of skullduggery are not

    only acceptable, theyre encouraged. Once players vote and decide

    whom they want to sacrifice, that person is cons idered dead, slain by

    the hand of their friends. Then, they must reveal their card and

    remain silent. If its a Demon, hooray One less thing out there going

    bump in the night. If not, uh oh: another innocent dead. After a

    partygoer is sacrificed, Night falls. The Summoner says, Night falls.

    Everyone close your eyes, and t he whole bloody business starts all

    over again

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    HOW TO WIN

    The Partygoers win when they sacrifice all of the Demons .

    The Demons win when there is the same number of them as ther e are

    partygoers.

    VARIATION: PLAYING WITH THE HEALER

    If you choose to incorporate the Healer card int o your game, it takes

    the place of one Partygoer card. The Healers tu rn in the sequence of

    play comes after the Demons and before the Occu ltist, and the Healer

    has the power to protect one player of their choice from being killed

    by Demons. After the Demons close their eyes, t he Summoner should

    wait the proper interval and say, Healer, open your ey es. The

    Summoner then asks the Healer to indicat e the person they want to

    protect. The Healer can choose anybody, includ ing him or herself.

    Once they choose, the Summoner says, Healer, c lose your eyes. Play

    proceeds normally to the Occultist s turn. If, when the Day phase

    begins, the Healer has saved the chosen victim, the Summoner

    indicates the Partygoer that the Demons tried to slaughter, and says

    something like, Dawn has broken, and during the nig ht Demons came

    for your soul, but you were protected by a benev olent practitioner of

    the Art. It is vital that the Healer r emain anonymous no matter

    whom they protect If the victim was not protected, play then proceeds

    in the normal fashion.

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    GUIDELINES, STRATEGIES, DOs and DONTs, ETC.

    Say whatever you need to in order to liv e or to kill. Lying is

    encouraged and expected.

    Summoners should encourage players to hum, tap their feet or

    otherwise make some white noise during the Ni ght phase so as to

    mask noisy activities that may give away clues.

    Keep your personal business out of the game. Occ ult Slumber

    Party isnt the place to sett le vendettas or be a bad sport.

    Summoners should always be impartial, like the universe itself.

    Dont show your cards to other players unless youre dead.

    Speaking of the deadthe dead dont speak. If a Demon kills

    you, zip it.

    CREDITS

    Occult Slumber Party was conceiv ed and written by Gabe Soria as a

    goofy variation on the games Werewolf and Mafia. The art for t he

    Occult Slumber Party card s is by Arik Roper, who is an all-around

    badass dude and great friend with vast reserves of patience.