
Sneak
SilentGenerates no NOISE. Move 1 space. (Silent movement)

They're people, just like you... and they're here to kill you
There is no script.
There are no actors.
Just human scum, just like you...
SNUFF is an asymmetric, turn-based board game of tension, deception and deduction in which a snuff film is shot: illegal videos in which acts against human life are committed.
Three homicidal psychopaths have been hired to end the life of a victim trapped before they can escape.
A sublime work designed for the most refined palates of the dark web.
Welcome to SNUFF.
— the Director
Each game pits one PREY against three KILLERS.
The PREY wins by collecting all three KEY tokens and escaping.
The KILLERS win if the PREY loses both of their BLOOD tokens.
The game needs a DIRECTOR, who is the referee. They place tokens and relay information between the two sides. In two-player games, the PREY also takes on these duties.
Follow these steps in order to set up the game.
There is always one PREY and three KILLERS, no matter how many people play. The minimum is two players.
The board is made of four pieces called QUADRANTS. Four pieces are chosen at random for each game.
The PREY lays out the public QUADRANT pieces in a square with a hole in the middle, matching up all the inner doors so that the EXITS end up on the outside. This is the public board.
Then they build an identical copy behind the screen using secret QUADRANT pieces. This is the secret board.
The board is made of four QUADRANTS. Each has 12 SPACES. To move between spaces, players spend the movement their actions indicate, respecting DOORS and WALLS.

Blocks movement and cuts the KILLERS’ SIGHT.
Allows movement and cuts the KILLERS’ SIGHT.
The PREY wins the game by escaping through one of these spaces.
Inside it, the PREY can NOT be seen by the KILLERS.
If the PREY is on this space, they can use 1 movement to enter it and come out at another duct in an adjacent QUADRANT. Doing so generates 1 NOISE on that space. Only one duct can be used per turn.
The game is played in rounds, following the phases in order until one side achieves its goal.
Each KILLER takes their turn individually, in any order:
NOISE points are the KILLERS’ main resource. They are used to predict the PREY’s position and to pay for action costs.
NOISE is placed by the DIRECTOR on the spaces where it is made. Once generated, the KILLERS gain it immediately. They must manage the available NOISE together as a team.
The KILLERS sit at the table so that they can only see the public board.
The PREY and the DIRECTOR sit behind the screen. They can always see both boards and know what actions the KILLERS take.
An individual brought to a scene prepared for their own hunt. The player in this role must collect three KEYS hidden around the board in order to escape.
Each turn, the PREY must choose an action card and carry it out in secret on their own board in front of the DIRECTOR. The PREY's actions have no cost. They can also pick up and use OBJECT tokens. Their basic actions are:

Generates no NOISE. Move 1 space. (Silent movement)

Generates no NOISE. Move 1 to 4 spaces. Can only be used if the PREY is REVEALED.

Generates 1 NOISE on any space of the board. Move 0 to 1 space.

Generates 1 NOISE before you move. Move 1 to 2 spaces. (Fast but noisy movement)
Whenever the PREY is on the same space as a hidden OBJECT, they pick it up. They flip it over, add it to their inventory, and 1 NOISE is generated on that space.
During their turn, the PREY may use one GREEN OBJECT they have previously picked up (this is not an action). Each OBJECT can only be used once per game.

Generates 2 NOISE split between two different spaces of the board.

Move 1 space.

Hit a KILLER who is on your space. They cannot SEE or ATTACK you and become UNCONSCIOUS. (They skip their next turn. Until their turn comes back, they cannot see or attack.)
This is the PREY’s default state. Their position is not shown on the public board. The KILLERS cannot see them unless they enter a KILLER’s FIELD OF VIEW.
The DIRECTOR places the PREY’s miniature on the public board. All KILLERS see their exact position and can ATTACK them. The PREY is REVEALED when they are in or enter a space inside a KILLER’s FIELD OF VIEW. They stop being REVEALED when they leave the FIELD OF VIEW of every KILLER. The PREY’s miniature is removed without showing which way they went.
Three homicidal psychopaths hired to hunt the prey. Players must take away their BLOOD points.
Each KILLER takes their turn individually, in any order: they perform one action, paying its cost. KILLERS always look around whenever they are not moving. Their basic actions are:

Move 1 to 2 spaces. You cannot stay on your current space (move 0).

Move 1 space. The BASIC actions of the next KILLER cost 0 NOISE this round.

Move 3 spaces. This turn the KILLER cannot attack.

Move 0 to 2 spaces. This turn the KILLER can see into dark spaces.
Each KILLER has two abilities of their own: a PASSIVE and a PARAPHILIA.
PASSIVES are innate abilities that give the KILLER a benefit. They cannot be activated as a normal action; they apply whenever indicated.
PARAPHILIAS are unique, powerful actions that each KILLER can perform by paying their NOISE cost instead of taking their turn action.
When the PREY is REVEALED, they must show all the KEY tokens they have collected. The KILLERS gain upgrades depending on how many KEYS the PREY has found.
The KILLERS gain 6 NOISE.
The KILLERS’ PARAPHILIAS cost 1 NOISE less.
The KILLERS’ BASIC actions move up to 1 extra space.
Each KILLER ALWAYS sees around them, except when in the middle of moving.
The FIELD OF VIEW determines how many spaces the KILLER can see from their position on the board.
Whenever the PREY is inside a KILLER’s FIELD OF VIEW, they become REVEALED (except on DARK spaces).
There is no distance limit. It is traced in straight lines, horizontal and vertical, from the KILLER’s position. It stops when it meets a WALL or a DOOR.
