PRGL Studios
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SNUFF board game box

SNUFF — asymmetric horror board game

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

The game

Each game pits one PREY against three KILLERS.

The Prey wins

The PREY wins by collecting all three KEY tokens and escaping.

The Killers win

The KILLERS win if the PREY loses both of their BLOOD tokens.

The Director

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.

Setup

Follow these steps in order to set up the game.

1 · Players and roles

There is always one PREY and three KILLERS, no matter how many people play. The minimum is two players.

Two playersOne player controls the PREY and the other controls all three KILLERS. The PREY also acts as DIRECTOR.
Up to five playersOne player controls the PREY, up to three players control the three KILLERS as a team, and the last player is the DIRECTOR.
2 · Build the board

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.

3 · Place tokens
  1. The KILLERS each place their miniature on any space that has a door leading out of the board.
  2. The PREY shuffles their object tokens: the three KEYS and the three green objects. They place them face down on spaces of their choice, leaving at least two spaces between objects. They cannot be placed on DARK spaces or DUCTS. There must be at least one object in each QUADRANT.
  3. The PREY places their miniature on their board, on top of an object token, and places two BLOOD tokens where everyone can see them.
The 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.

The board
Wall

Blocks movement and cuts the KILLERS’ SIGHT.

Door

Allows movement and cuts the KILLERS’ SIGHT.

Exit

The PREY wins the game by escaping through one of these spaces.

Dark space

Inside it, the PREY can NOT be seen by the KILLERS.

Duct

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.

How to play

The game is played in rounds, following the phases in order until one side achieves its goal.

Phase 1The Prey's turn

  • The PREY chooses an action card and carries it out in secret in front of the DIRECTOR.
  • The DIRECTOR announces the total NOISE generated and places the tokens simultaneously on the matching spaces of the public board.
  • During their turn, the PREY may use one GREEN OBJECT they have collected (this is not an action). Each GREEN OBJECT can only be used once per game.
  • Before, during or after the action, the PREY may pick up an OBJECT on their own space. Doing so generates 1 NOISE on that space.

Phase 2The Killers' turn

Each KILLER takes their turn individually, in any order:

  1. Choose an action card, pay its cost and carry it out on the public board.
  2. The KILLER looks around. If the PREY is inside their FIELD OF VIEW, they become REVEALED. KILLERS always look around whenever they are not moving.
  3. If the KILLER is on the same space as the REVEALED PREY, they ATTACK and the PREY loses a BLOOD token.

Noise points

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.

Where to sit

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.

The Prey

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:

Card: Sneak

Sneak

Silent

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

Card: Flee

Flee

Silent

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

Card: Fake noise

Fake noise

Makes noise

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

Card: Run

Run

Makes noise

Generates 1 NOISE before you move. Move 1 to 2 spaces. (Fast but noisy movement)

Objects

Picking up objects

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.

Using objects

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.

Card: Bottle

Bottle

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

Card: Adrenaline

Adrenaline

Move 1 space.

Card: Brick

Brick

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.)

Prey states
Hidden prey
Position: SECRET

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.

Revealed prey
Position: PUBLIC

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.

How does the Prey win?
  1. Find the three KEYS hidden on the board.
  2. Reach a space with a door connected to the outside of the board (EXIT).
  3. If you are on an EXIT space and hold all three KEYS, you can tell the DIRECTOR you want to escape. Doing so generates 1 NOISE on your space and is not an action. If you survive that round, you win the game.

The Killers

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:

Card: Walk

Walk

Cost 0

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

Card: Lead

Lead

Cost 0

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

Card: Run

Run

Cost 1

Move 3 spaces. This turn the KILLER cannot attack.

Card: Illuminate

Illuminate

Cost 1

Move 0 to 2 spaces. This turn the KILLER can see into dark spaces.

Passives and paraphilias

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.

Revealing the Prey

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.

Sadism

The KILLERS gain 6 NOISE.

Depravity

The KILLERS’ PARAPHILIAS cost 1 NOISE less.

Climax

The KILLERS’ BASIC actions move up to 1 extra space.

The first KEY token revealed grants SADISM; the second, DEPRAVITY; and the third, CLIMAX.
Field of view

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.

How do the Killers win?
  • The KILLERS must ATTACK the PREY to win the game.
  • Each KILLER may ATTACK once per round, when they are on the same space as the REVEALED PREY.
  • Attacks also happen during the PREY’s turn if they voluntarily enter a space containing at least one KILLER, even if it is DARK.
  • ATTACKS remove 1 BLOOD token.
SNUFF
SNUFF2–5 · 30 min · +18