It's the long hot summer at Camp Crystal Pines. You're a counsellor. Tonight someone — or something — is hunting the camp. Survive the night. Or be the first to die. Your choice.
The Turn
Each turn has three phases: Flip Card reveals where you are. Roll Vibes reveals the night's mood — bad vibes make danger worse, good vibes make it easier. Roll Survival is your two dice. Your roll versus the location's danger plus the vibes modifier decides your fate.
Outcomes
Survived — you live to scream another night. Close Call — that was too close, but you're fine. Slashed — lose 1 health. Disaster — also lose 1 health, but the killer remembers your face.
Cold Feet
Once per game, you can skip your turn entirely. No card, no dice, no risk. Locked on your first turn — but available every turn after, until you spend it. Use it wisely.
Win Conditions
Survive the Night — last one alive wins. 5 hearts each. First to Die — first to lose all health wins. 3 hearts each. Different goals. Same dice.