Created by Anthony “PhantomOpera” Gill
White Mask Productions
1st Edition
Making fine games since 1998!
Death Angel
Secret Empires Codes: Scream (For use with the Windows 95 computer game, downloadable from www.whitemask.com. Enabled in version 3.0 or above)
A quiet night. The scenery of cornfields and shadowy woods pass by in a blur of moonlight as you stare from the window of the dimly lit tour bus. It’s been a long weekend of fun and gambling, and despite of the “short” detour through some lifeless community named Angel Grove, it’s been a great trip. The other passengers are sound asleep, dead tired from the long, bumpy ride of the one lane rural route. And as you prepare to join them in the land of nod, the thunderous sound of a flat tire breaks the silence, bringing the bus to a grinding halt... Grunting and cursing, the driver unbuckles his seat belt and heads out the door. The only entertainment you’ve received in hours, you watch the burly man walk around to the blown tire below your window. After quickly assessing the damage, a confused look comes over his face as he takes a shred of rubber into his hand. About that time, a silhouette appears from the shadows; the figure of a female. Unnoticed to the driver, she moves closer towards him. And as she leaves the shadows of the cornfield, her features become visible : ankle high leather boots, short skirt, leather jacket, open neck shirt, long hair, ...and long, metal strips bolted through her right hand fingers. Slowly, she edges towards the preoccupied driver, flicking her metallic fingers back and forth. Like a madman, you pound on your window, waking the other passengers and catching the attention of the driver. And as you motion for him to turn around, the woman drives her hand through the back of his neck, looking upon you with a hollow stare. Horrified, you watch as she slips back into the shadows; waiting. It appears you are not alone in Angel Grove. Someone waits for you. Someone with very bad intentions...
WMP#0003
After preparing the town map, sort the item cards into three different piles; Common Item Cards, Rare Item Cards, and Unique Item Cards. Common Cards have a “?” on the back, rare cards have a “!”, and unique cards have “Unique” printed on the back. Lastly, place the time sheet next to the town map and put a counter on “11:00PM”. Welcome to the horror known as Death Angel! Like the many who have played before you, your character will probably die. Your next character will probably die too. As a matter of fact, just about everyone will die. Don't take it personally, though. That's the fun of the game! Enjoy the bloodshed; and don't hold it against her. She's just doing her job, after all... Contents of Death Angel This version of Death Angel contains 9 “Town Map” sections, 36 Action Cards, 40 Item Cards, 2 Reference Sheets, one original character sheet, 10 copied character sheets, and this Rule book. Requirement to Play Death Angel requires a little bit of cutting, a pencil, two standard D6 dice, one pawn for each player, and a pawn to represent Angel. What’s the object?
Preparing the Victims Each player should take one Death Angel Victim Sheet, then draw one Common Item Card. Place the item in the first square of Items and Equipment box. This is all a victim starts out with. Next up, place the bus tile on the main road. Each player should roll a die afterwards; the highest roller will be considered “player one”, the second highest roller will be “player two”, and so on. Finally, Place each player’s pawn on the appropriate space in the bus. Preparing the Predator Place Angel’s pawn in the appropriate box on the time sheet, as she is currently not hunting any player. Next, place a marker on the number “10” in the “Angel’s Life Points” box. Angel begins at full health. Playing the Game Player one always begins the game. A standard turn consists of the following phases :
Although you win by gaining the most points, the main objects of the game are : a) Surviving until 5AM b) Retrieving the bus key and leaving town. If you can do either one, you’re a winner as far as I’m concerned. :) Most of the time, however, neither will happen. So pretty much, the player with the most points wins the game. Setting Up First, assemble the 9 sections of the Town Map. In case you have trouble fitting the pieces together, a picture of Angel Grove can be found below. If you never plan to disassemble the town map, it may be a good idea to glue the nine pieces to a large piece of construction paper or cardboard.
1) Rolling on the Hunted/Unhunted Chart 2) Moving/Attacking 3) Drawing an item For the most part, a turn must be completed in this order. Attacking or moving may be done in any order, however. (So, a player may whack Angel with a stick then run, or run then throw something at her) The Hunted/Unhunted Charts At the beginning of a victim’s turn, he/she must roll on either the Hunted or Unhunted Chart. If the victim is not being hunted by Angel, he/she would roll on the Unhunted chart, as shown below:
Roll 6
Result Angel Heals 3 Life Points!
5
Angel Heals 2 Life Points!
4
Angel Heals 1 Life Point!
3
All doors on the board slam shut!
2
Angel now hunts you!
1
Angel Appears!
If angel is wounded, she regains 3 LP. If angel is wounded, she regains 2 LP. If angel is wounded, she regains 1 LP.
All doors relock, and must be reopened to pass.
Take the Angel pawn and place it on your character sheet. Angel is now hunting you! Before Midnight : As Angel may not appear before midnight, treat this roll as a “2”. After Midnight : Whether Angel is hunting you or not, she appears from the shadows! Make a roll on the Angel Placement Table to determine where to set her.
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If the victim is being hunted, roll on the Hunted Table, as shown below:
Roll 6
Result Angel Heals 3 Life Points!
5
Angel Heals 2 Life Points!
4
Angel Heals 1 Life Point!
3
All doors on the board slam shut!
2
Angel Appears!
1
Angel Appears!
If angel is wounded, she regains 3 LP.
Squares of the Board Common Item Icon - If a player ends his/her turn on this square, he/she may draw a common item card. No more than 5 Common/ Rare items may be held at one time. If a player has too many items, he/she may drop one into any square without an icon. This item may then be picked up later by any player. Rare Item Icon - Same as above, except a player may draw a Rare Item card.
If angel is wounded, she regains 2 LP. If angel is wounded, she regains 1 LP.
All doors relock, and must be reopened to pass. See below.
Before Midnight : As Angel may not appear before midnight, treat this roll as a “2” on the Unhunted Chart. After Midnight : Whether Angel is hunting you or not, she appears from the shadows! Make a roll on the Angel Placement Table to determine where to set her.
Even if a player is considered “prone”, and cannot act for his/her turn, he/she must still roll on one of the two charts. Just because you tripped on a rock doesn’t mean Angel isn’t still coming for you... :) Types of Movement After rolling on the Hunted/Unhunted Chart, a player may move his pawn in one of three ways :
Walk - The player may roll 1D6 and move that many squares. Fast Walk - The player may roll 2D6 and move in squares equal to the higher of the two dice. If the two are equal, though, the player may not move, as paranoia has caused the player to freeze up. Run - The player may roll 2D6 and move that many squares. However, if the two dice are equal, or total up to 7, the player trips and falls. A fallen player is considered “prone”, and may do nothing else that turn.
Resting a weary soul A player may skip moving to rest. In doing so, he/ she may roll two dice and regain Life Points equal to the lower of the two scores. Yelling for Angel This foolish act may be done once per turn. To do so, roll a D6. On the score of a 1 or 2, Angel immediately appears in the area, and the player is now her new prey. Roll on the Angel Placement table to see where she begins.
Angel Wings Icon - This icon represents where Angel could be standing. Whenever a player comes within 6 squares of a visible Angel Icon, the player on his/her right must roll a D6. On the score of a 1, immediately place Angel’s pawn on that square. The player is now her pray. If Angel appears, the player may still finish his/her turn as normal, possibly moving out of Angel’s movement range before the end of the turn. Visible means that the player’s pawn can see the Angel Icon without serious obstruction. Basically, if you can draw a straight line between the center of the player’s pawn and the center of the Angel Icon, and not break any walls, the icon is visible. If a player comes within visual range of more than one Angel Icon, the player on his/her right must roll a D6 for each icon. Hiding Place Icon - This is a space on the board where a player may hide from Angel. Any time a player begins his turn on this icon, he/she does not have to make a roll on the Hunted/Unhunted Chart. Basically, this is a good spot to rest on. First Floor Window/Bent Bars Icon - This icon shows a spot where a player can slip through to another area. If the player begins his/her turn on a space adjacent to this icon, he/she may climb through to the opposite side of the arrow. If a player did not begin on a space adjacent to the icon, he/she may “jump through” by spending one extra movement point and moving as if the icon isn’t there. However, in doing so, the player will lose 1D6 Life Points. Angel will not follow a player through a window. So, if a player leaps through a window, and Angel cannot reach him/ her within 6 squares, remove her pawn from the board and replace her on the player’s Victim Sheet. The player successfully survived Angel! One final note - A pawn may not be “pushed” through a window icon. (Except as noted later) Second Floor Window - This icon works the same way as a First Floor Window, with the following exceptions : - Leaping through the window will cause 2D6 Life Points of damage. - A player must begin two consecutive turns adjacent to the window to climb through without harm, as the window is on the second floor. Church Tower Window - This icon works the same way as a Second Floor Window, with the following exceptions : - These windows do not open, and may not be climbed through. - A pawn may be pushed through one of these windows by the effects of an action card. Lockable Door - The number listed on the door shows it’s likelyhood of being locked. If a player moves adjacent to a door, he/she may try and open the door. He/she should then roll a D6. If the score is higher than the number listed on the door, it opens. Should the player fail two times, it will automatically come unlocked on the third try. (Note : A player may only try and open the same door once per turn. ) Traversal Obstacle - The number posted on the obstruction shows how many movement points can be spent to move onto the obstacle. No additional points must be spent to move around on the obstacle, or to get off of the obstacle. Hazardous Ground (Stairway) - This square represents a sector that requires careful footing. If a player occupies this square, and trips while attempting to run, he must fall to the square below the stairs, losing one life point per square moved. Also, if a model is pushed onto this icon, he/she must fall to the bottom of the stairway. A model cannot be pushed or blown up a set of stairs, and will stop on the first square if attempted. If a model is pushed/blown over a hazardous square, he/she still takes damage as if he fell from that first square.
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Angel appears!
Combat with Angel
When the Angel of Death appears, time just about comes to a screeching halt. As long as Angel is on the board, her pray must continuously take turns until :
Though dangerous, combat with Angel is often necessary for survival. Before or after moving, a player may attack Angel with an item card.
a) His/her victim is killed, or b) Angel is removed from the board or killed. When Angel is on the board, the hunted victim does not have to make further rolls on the Hunted/Unhunted table until Angel is removed from play. Placing Angel on the Board When Angel is called to duty, make a roll on the Angel Placement Table to see where she makes her appearance.
Roll 6 5
4
3
2
1
Result Angel appears in the distance!
Make another roll on this table, ignoring the score of a 1 or 6. Once a direction is deterred, place Angel as far as possible in that direction, not to exceed six spaces.
Angel appears to the north!
If the square to the immediate north is not obstructed, roll a D6. Place Angel’s pawn as far north as possible, not to exceed the score of the D6 roll. If no squares to the north are available, treat this roll as a “4”.
Angel appears to the west!
If the square to the immediate west is not obstructed, roll a D6. Place Angel’s pawn as far west as possible, not to exceed the score of the D6 roll. If no squares to the west are available, treat this roll as a “3”.
Angel appears to the south!
If the square to the immediate south is not obstructed, roll a D6. Place Angel’s pawn as far south as possible, not to exceed the score of the D6 roll. If no squares to the south are available, treat this roll as a “2”.
Angel appears to the east!
If the square to the immediate east is not obstructed, roll a D6. Place Angel’s pawn as far east as possible, not to exceed the score of the D6 roll. If no squares to the east are available, treat this roll as a “5”.
Angel appears right next to you!
Make another roll on this table, ignoring the score of a 1 or 6. Once a direction is deterred, place Angel as close as possible in that direction. (Adjacent square)
Type 1 & Type 4 Items - Ranged Equipment These items are either thrown or fired. To use in combat, discard the item and draw a Type 1/Type 4 Item Card. The card will explain the effects of the attack, and the damage caused, if any. After resolving the attack, Angel may then take her turn.
Items Type 2, 3, & 5 - Close Ranged
These items are wielded in close combat. To use in combat, discard the item and draw a Type 2/Type 3/Type 5 Item Card. The card will explain the effects of the conflict, and the damage done to both Angel and the victim. After resolving the attack, the player may take another turn, skipping Angels. (Angel got to take her turn within the Type 2/Type 3/Type 5 Item Card.)
If the victim survived the attack and Angel took any damage that turn, the player on the victim’s right must check if Angel disappears. To do so, he/she must roll 2D6. If the score is above Angel’s current amount of life, remove her pawn from the board and replace it in the “not hunting” box of the time sheet. The victim has successfully fought off Angel, and she’s leaving him/her alone for a little while. Dying before Angel If the victim’s Life Points drop to or below 0, the victim is dead. Replace Angel’s pawn in the “not hunting” box of the time sheet, and remove the victim’s pawn from the board. The player must then start over with a new victim, discarding all of his/her items, and beginning in the bus. The player does keep his score, however. Transferring Prey If a victim dies while another victim is within 6 squares, or the original victim escapes while another victim is within 6 squares, Angel will immediately change her target to the new victim. She will, however, spend her first turn gazing at the victim, basically giving him/her the first go-around. Knocking Angel Unconscious
Outrunning Angel After a player takes his turn, it will then be Angel’s turn to act. The player on the victim’s right must then roll a D6, moving Angel that many squares closer to the victim. If at any point the victim is more than 6 squares away from Angel, remove her pawn from the board. The player has successfully escaped Angel, and may continue on with his/her life. Place Angel’s pawn on the player’s victim sheet, showing that Angel still hunts him/her, however. (Note : Angel may not move through windows or climb over obstructions.) Running From Angel Cards
If Angel is dropped to or below 0 Life Points, she may not attempt to disappear. Instead, she drops to the ground; apparently dead. On her is the key to the bus - the key to freedom. If the player feels daring, he may move his victim to a space adjacent to Angel and roll a D6. On the score of 3 through 6, he/she safely grabs the key from around her neck. The player may take the “Bus Key” item, and remove Angel’s pawn from the board for the time being. On the score of 1 or 2, however, Angel springs to life, slicing the player for 1D6 Life Points of damage. The battle must then continue. Restore Angel to 1 Life Point, and play re-begins with the victim.
If a victim is in a square adjacent to Angel and wants to move away from her, he/she must draw a Running From Angel Card. This is where Angel gets to take a swipe at the victim before he/she takes off.
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A Fallen Angel
Advancing the clock
If Angel is wounded, she may or may not appear when scheduled to. If Angel has less than 6 Life Points and is to be placed on the board, roll a D6. If the score is greater than her current amount of Life Points, Angel will be to weak to appear on the board.
Depending on how long you want to play Death Angel, time will advance differently. Every time play returns to Player 1, advance the clock by one of the following increments : 10 Minutes - A very long game 20 Minutes - A good sized game. 30 Minutes - A pretty quick game.
Holding the Bus Key Any player who has possession of the Bus Key will be constantly hunted by Angel. She may not change her targets until she regains the key by killing the victim.
Of course, you can always make up your own time options. As soon as the clock hits 5AM, the game ends, and the player with the most points wins.
Driving the Bus Player on Player Violence If a player makes it into the Driver’s Seat while holding Bus Key, he/she may start up the bus. On his/her next turn, he/she may drive 2D6 spaces forward, or 1D6 spaces backwards. Any pawn hit by the bus is automatically killed. (You’ve got to make the air horn noise as you do it, too.) The bus can, under no circumstances, leave the main road and enter the dirt. Of course, what’s going to push a bus off the road? If the player manages to drive his pawn off of the board, remove the bus and the pawn from play - The player has escaped. After collecting a massive score of points, he/she may begin a new victim, starting anywhere on the board excluding the General Store or Storage Room. Any other players that must start a new victim may also begin anywhere on the board, excluding the General Store or Storage Room. Picking up Passengers While driving the bus, the driver may elect to allow other passengers on board. During their turns, they must walk through the “Entrance/Exit”. They must have the driver’s permission, however. If so, they may move into the bus as if it were a normal structure.
For now, players may not harm/interact with each other beyond trading items. However, keep an eye out for expansions changing this fact. The Point Listing There are many ways to get points throughout Death Angel, as explained on your victim sheet. Most of them are self explanatory. However, we thought we might just clear up the following issues : “Surviving x hours” - This means surviving with the same victim. If you have to start a new victim, your survival time also resets. “Each Point of damage to Angel” - If the attack kills Angel, anything beyond what was needed to kill Angel does not count for points. “Reaching the bus with the Bus Key” - Can be claimed as soon as you start up the bus. “Each additional passenger picked up” - You have to leave town with them too. Can’t just pick them up and claim 5 points...
Angel appears on the bus
That’s it!
With a little bit of luck, Angel will appear on the bus. This is a very bad thing, and odds are she’ll end up killing everyone on board. Combat ensues as normal, with Angel going after her pray as normal, transferring pray as needed. The bus may not be driven while Angel is on board. Either she’s got to go, or everyone must abandon ship. If Angel is knocked unconscious, a player may throw her overboard instead of searching for the bus key - the rules for which are the same, except that success means that her model may be removed from the bus. If no one is brave enough to throw her overboard, her model will return to action with 1 Life Point.
That’s all there is to Death Angel. Have fun, and watch out for Angel’s right hook - it’s a killer...
© 1998 White Mask Productions
Who is that mysterious psycho killer?
What’s on the way for Death Angel?
Where did she come from? Why’s she so messed up? Who did this to her? Did anyone do this to her? A million questions, a million answers. None of them can be found in this copy of Death Angel, however. But don’t worry! Future expansions will fully explain the origin of the Angel of Death.
Oh boy, what isn’t on the way? Let’s see, we’ve got an expansion for making “Plans”, an expansion to give your victims names and occupations, “The Origin of the Fallen Angel” expansion, finely crafted victim miniatures, a 25mm miniature pewter of Death Angel(!), more items, action cards, and an expanded map of Angel Grove! Dying will never be more fun!
Special Thanks to :
Want your name in the next version of Death Angel?
Princess Meeko for cleaning all the typos out, Justin Fitzgerald for getting me off my butt to finish the project, and of course, Dr. B. for...well... just sitting there and looking pretty. :) Don’t worry, you’ll get in on the next one...
As you may have noticed above, we like to give special thanks to those who help with the project. So, if you report a bug or submit a Question/ Comment to
[email protected], you’ll automatically be added to the “First Edition Playtesters” list in the next release. So, if you’d like to see your name in writing, let us know what you think of Death Angel!
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