Nightmare III/Card List

## FATE

* Use this card to release yourself from The BLACK HOLE then return it to the back of the pack.
* **ONLY ANNE DE CHANTRAINE.** Return this card if you are not The Witch but if you are, everytime an opponent lands on your gravestone IMMEDIATELY roll one dice and the number you roll is the number of turns that player MUST MISS./both dice and the number you roll is the number of cards you can take from that pig. If it has no cards, it owes you that many.
* <HARBINGER'S NAME> cannot harm you if you land on the <Harbinger alias>'s gravestone. If you are <Harbinger's name> you can exchange this card with another player if you have a WITCH'S TRADE. Return to back of pack after use. (x5)
* If any opponent lands on your gravestone, wait for your turn and toss the coin.
	+ HEADS: That pig must return all its FATE/TIME/CHANCE cards./That pig is BANISHED.
	+ TAILS: Return this card to back of pack.
* If an opponent lands on your gravestone, wait for your turn then toss the coin.
	+ TAILS: Take all that pig's FATE/TIME/CHANCE cards.
	+ HEADS: Return card to back of pack.
* **PROTECTION.** This protects your FATE/TIME/CHANCE cards. If an opponent tries to take them, show them this card instead. Return to back of pack after use.
* **PROTECTION FROM TOAD.** This protects you from Toad. If Toad tries to return your keys and cards, show it this card instead. Return to back of pack after use.
* **STOLEN SPELL CARD.** This card allows you to look at any opponent's FATE cards and steal the card of your choice. You can only select one opponent and steal one card. Return to back of pack after use.
* **THE DOUBLE '6'.** This card gives you the power to BANISH every player to The BLACK HOLE. To activate it, announce you will attempt to roll a double '6' on your next turn. If you succeed, every other player is BANISHED. If you fail, return this card to back of pack.
* **THE CAT'S EYES.** If you roll cat's eyes - two 1's - while you are on your own gravestone, receive a key. Return to back of pack after use.
* **THE WITCH'S BREW.** To taste the Witch's Brew you must land on Anne de Chantraine's gravestone and roll cat's eyes - two 1's - on your next turn. If you succeed, roll one dice and the number you roll is the number of keys you receive. Return to back of pack after use.
* **THE BROOM RIDE.** This card gives you the power to complete two circuits of the graveyard. To activate it you must roll your own number while you are on your own gravestone. If you succeed, you can continue to take turns until you have completed two full circuits. Return this card to back of pack after ride.
* **THE SPELL OF CHANGE.** This card allows you to trade places with the player who is winning in the last 5 minutes of the game. Wait until that player is on one of the trails leading to the NIGHTMARE square. Wait for your turn and if you roll cat's eyes - two 1's - you can trade places with that player, taking their piece, keys and cards in exchange for yours.
* **THE CAST.** Whisper one of these spells NOW in return for a free turn, then return to back of pack. ONLY repeat one of these three spells!
	+ 1. "Heads and toads and tails and rats."
	+ 2. "Rats and mice Rats and mice. Rats and mice. Breed them for lice."
	+ 3. "A thought for a caught wart is worth naught."
* **PECKIN'S SPELL. Part 1. "Peckin' the Crow. Peckin' the Crow. Peckin' the Crow. Tis TIME to Go."** If you hear a play whisper this, repeat Part 2 and receive a key! You must collect Part 2 of this Spell.
* **PECKIN'S SPELL. Part 2. "Feathers flies, and Peckin' can too. Straight to me in time for tea!"**
* **TOAD'S SPELL. Part 1. "Heads and toads and tails and rats!"** If you hear a player whisper this, repeat Part 2 of this spell immediately and take all Toad's TIME, FATE and CHANCE cards, return all its keys and BANISH it to The BLACK HOLE. You must collect Part 2 of this spell.
* **TOAD'S SPELL. Part 2. "Crush 'em all and keep 'em in vats!"**
* **THE SPELL OF BLACK THE CAT. Part 1. "Black the cat! Black the cat! Black the cat has nine and that's just fine."** If you hear a player whisper this, repeat **Part 2** of this spell IMMEDIATELY then roll the dice 9 times and if you can roll cat's eyes - two 1's - you can take a key. You must collect Part 2 of this spell.
* **THE SPELL OF BLACK THE CAT. Part 2. "Cause all these chances are mine."**
* **THE WHICH ONE SPELL! Part 1. "Mummy is a witch but which one though!"** If you hear a player whisper this, repeat Part 2 of this spell immediately then roll one dice. The pig branded with the number you roll must spend that many minutes in The BLACK HOLE. You must collect Part 2 of this spell.
* **THE WHICH ONE SPELL! Part 2. "You be me. Could be you. Roll the dice and let's see who's through!"**
* **WART'S SPELL. Part 1. "A thought for a caught wart is worth nought."** If you hear a player whisper this, repeat Part 2 of this spell immediately and then roll both dice. The number you roll is the number of turns Wart must miss UNLESS it gives you all its TIME, FATE and CHANCE cards. You must collect Part 2 of this spell.
* **WART'S SPELL. Part 2. "And every pig at my table can be bought!"**
* **RAT'S SPELL. Part 1. "Rats and mice. Rats and mice. Rats and mice. Breed them for lice."** If you hear a player whisper this, repeat Part 2 and take all Rat's TIME, FATE and CHANCE cards. You must collect Part 2 of this spell.
* **RAT'S SPELL. Part 2. "Then boil them all with lots of spice."**
* **THE SPELL OF FIRE. Part 1. "Let the Witch burn and the pot churn."** If you hear a player whisper this, repeat Part 2 of this spell immediately then roll one dice and the number you roll is the number of keys you can collect. You must collect Part 2 of this spell.
* **THE SPELL OF FIRE. Part 2. "For now it is my turn!"**
* **PROTECTION.** This card protects you from any Spell a player might try and cast over you. Return to back of pack after use.
* **TOAD/WART/RAT'S PROTECTION.** If you are Toad/Wart/Rat keep this card for it breaks the Spell and casts it back. If you aren't Toad/Wart/Rat, you can exchange this card with Toad/Wart/Rat for another FATE card if you have a WITCH'S TRADE. Return to back of pack after use.
* **WITCH'S TRADE.** (x3) This card allows you and a player to enter into a trade of spells, or other FATE cards. You trade the part they need for the part or card you need. To activate this card announce: "Anybody want to trade?" Return to back of pack after the trade has been completed.
* **THE WITCH'S LIE.** This card is useless but you can use it to trick an opponent into thinking it is the missing part of a spell - the part they need - and you will trade it for part of any other spell. To activate this card announce: "Anybody want to trade for spells?" Return to back of pack after use.

## TIME

* ANYTIME... Any player fails to reply "MEA CULPA ANNE" take all their TIME, FATE and CHANCE cards./show them this card, with this message from The Witch! "Roll your number to play again!"
* ANYTIME... Any player is rude towards Anne de Chantraine take all their cards, return all their keys, then show them this card with this message from The Witch! "I heard that swine!"
* ANYTIME... The Witch banishes you to The BLACK HOLE, return this card instead.
* ANYTIME... The Witch asks you to return a key/roll your number to play again, return this card instead.
* ANYTIME... SCREAM and receive one free turn for every player you scare.
* ANYTIME... Do anything to scare every opponent! If you can scare everybody you can take a key BUT it has to be a FAIR SCARE!
* ANYTIME... A player collects 6 keys, give them this card with this message from The Witch! "Return a key!"
* ANYTIME... Any player looks like winning, give them this card with this message from The Witch! "Roll your number to play again!/Return to your gravestone immediately!"
* ANYTIME... Any player lands on the NIGHTMARE square, give them this card with a message from The Witch! "Roll one dice and the number you roll is the number of turns you must MISS!"
* At **02:05.** Give this card to Toad with this message from The Witch! "You are BANISHED to the Black Hole." Return to back of pack if time has expired.
* At **02:10.** Give this card to Toad with this message from The Witch! "Roll your number to play again Toad!" Return to back of pack if time has expired.
* At **07:15.** If the pig rolled 2 or 3, give it this card with this message from The Witch! "TIME to be rewarded with three chances to roll your number using both dice for a key. Return to back of pack if time has expired.
* At **07:15.** If the pig rolled 4 or 5, give it this card with this message from The Witch! "TIME to be tortured. Roll your number to play again!" Return to back of pack if time has expired.
* At **07:15.** If the pig rolled 6 or 7, give it this card with this message from The Witch! "TIME to be rewarded with six chances to roll your number using both dice for a key." Return to back of pack if time has expired.
* At **07:15.** If the pig rolled 8 or 9, give it this card with this message from The Witch! "TIME to be tortured. You are BANISHED to The BLACK HOLE!" Return to back of pack if time has expired.
* At **07:15.** If the pig rolled 10 or 11, give it this card with this message from The Witch! "TIME to be rewarded. Roll both dice and if you roll a number higher than 11, you may take a key." Return to back of pack if time has expired.
* At **07:15.** If the pig rolled 12, give it this card with this message from The Witch! "TIME to be tortured. Return any keys and cards you have and return to The BLACK HOLE you pig!" Return to back of pack if time has expired.
* At **07:20.** IMMEDIATELY move your playing piece to the gravestone of Anne de Chantraine and be ready to receive a reward from The Witch! Return to back of pack if time has expired.
* At **08:10.** SCREAM "CONFESS!" and receive one free turn for every player you scare! Return to back of pack if time has expired.
* At **09:00.** SCREAM "CONFESS!" and if you scare a player with a key it must return one, and in return, you receive a free one. Return to back of pack if time has expired.
* At **11:30.** If TOAD, WART and RAT have won keys, give one of them this card with a message from The Witch!" Return the key you have just won OR return to The BLACK HOLE! The choice is yours!" Return to back of pack if time has expired.
* At **13:00.** If the pig was too proud to get down on all fours and grunt, take all its FATE/TIME/CHANCE cards. Return to back of pack if time has expired.
* At **13:00.** If the pig was too proud to get down on all fours and grunt, give it this card with this message from The Witch! "Return your keys and return to The BLACK HOLE!" Return to back of pack if time has expired.
* At **14:00.** If the pig rolled 2 or 3, give it this card with this message from The Witch! "TIME to be tortured. Return all your TIME cards!" Return to back of pack if time has expired.
* At **14:00.** If the pig rolled 4 or 5, give it this card with this message from The Witch! "TIME to be rewarded. You have 4 chances to roll your number using both dice for a key!" Return to back of pack if time has expired.
* At **14:00.** If the pig rolled **6** or **7**, give it this card with this message from The Witch! "TIME to be tortured. Roll both dice and the number you roll is the number of turns you must miss!" Return to back of pack if time has expired.
* At **14:00.** If the pig rolled 8 or 9, give it this card with this message from The Witch! "TIME to be rewarded. Roll both dice again and IF you roll 8 or 9, you may take a key!" Return to back of pack if time has expired.
* At **14:00.** If the pig rolled 10 or 11, give it this card with this message from The Witch! "TIME to be tortured. Return ALL your TIME, FATE and CHANCE cards and return to The BLACK HOLE!" Return to back of pack if time has expired.
* At **14:00.** If the pig rolled a 12, give it this card with this message from The Witch! "TIME to be rewarded with a key!" Return to back of pack if time has expired.
* At **15:15.** Whisper this spell: **"Peckin' the Crow! Peckin' the Crow! Peckin' the Crow! Tis TIME to go!"** Then roll both dice and IF you can roll your number you may take a key. Return to back of pack if time has expired.
* At **15:15.** If a player whispers: **"Peckin' the Crow! Peckin' the Crow! Peckin' the Crow! Tis TIME to go!"** Take all their TIME, FATE and CHANCE cards. Return to back of pack if time has expired.
* At **15:50.** Take any playing piece from an opponent and place it on the gravestone of Anne de Chantraine then give them this card with this message from The Witch! "Miss one turn and make yourself at home on my gravestone!" Return to back of pack if time has expired.
* At **17:45.** If you are on a stone marked TIME, move forward one space immediately! Return to back of pack if time has expired.
* At **27:30.** If the pig picked 1 or 2/5 or 6/9 or 10, give it this card with this message from The Witch! "Poor pick pig! Miss 2/6 turns!/Return all your TIME, FATE and CHANCE cards!" Return to back of pack if time has expired.
* At **27:30.** If the pig picked 3 or 4/7 or 8/11 or 12, give it this card with this message from The Witch! "Good pick pig! Roll both dice and IF you can roll 3 or 4/7 or 8/11 or 12, you can take a key!" Return to back of pack if time has expired.
* At **30:15.** Whisper this spell: **"Heads and toads and tails and rats."** Then roll both dice and IF you can roll your number you can take a key. Return to back of pack if time has expired.
* At **30:15.** If a player whispers: **"Heads and toads and tails and rats."** Take all their TIME, FATE and CHANCE cards. Return to back of pack if time has expired.
* At **36:00.** As the old bush pig tries to roll its old age, confude it by repeating these number out loud. 1-2-3-4-5-6/7-8-9-10-11-12/2-4-6-8-10-12. Return to back of pack if time has expired.
* At **38:00.** Whisper this spell: "BLACK the Cat has 9! BLACK the Cat has 9! BLACK the Cat has 9 and that's just FINE!" **Then roll both dice and IF you can roll your number you can take a key. Return to back of pack if time has expired.**
* At **38:00.** If a player whispers this spell: "BLACK the Cat has 9! BLACK the Cat has 9! BLACK the Cat has 9 and tat's just FINE!" **Take all their TIME, FATE and CHANCE cards. Return to back of pack if time has expired.**
* At **38:00.** If the youngest piglet tries to roll its age, confuse it by repeatedly counting from 1 to 6/down from 6 to 1 out loud. Return to back of pack if time has expired.
* At **38:00.** SCREAM "CONFESS!" If you can scare the youngest piglet then it is IMMEDIATELY BANISHED to The BLACK HOLE. Return to back of pack if time has expired.
* At **39:20.** If the pig picked 1 or 2/**5** or **6**/9 or 10, give it this card with this message from The Witch! "Good pick pig! Roll both dice and IF you can roll 2/5 or 6/11 or 12 you can take a key!" Return to back of pack if time has expired.
* At **39:20.** If the pig picked 3 or 4/7 or 8/11 or 12, give it this card with this message from The Witch! "Poor pick pig! Miss 3/7 turns!/Return all your TIME, FATE and CHANCE cards!" Return to back of pack if time has expired.
* At **40:15.** Whisper this spell: **"Mummy is a WITCH but which one though!"** Then roll the dice and IF you can roll your number you can take a key. Return to back of pack if time has expired.
* At **40:15.** If a player whispers this spell: **"Mummy is a WITCH but which one though!"** Take all their TIME, FATE and CHANCE cards. Return to back of pack if time has expired.
* At **40:15.** SCREAM "FIRE!" and receive one free turn for every pig you scare! Return to back of pack if time has expired.
* At **41:00.** Take the playing piece from whoever is winning, and place it on the gravestone of Anne de Chantraine then give it this card with this message from The Witch. "You're in the wrong place at the wrong time!" Return to back of pack if time has expired.
* At **41:00.** Receive 6 free turns in which to attempt to roll an odd number Return to back of pack if time has expired.
* At **42:25.** If you are on a gravestone marked TIME, move forward one space IMMEDIATELY! Return to back of pack if time has expired.
* From **43:00 - 44:00.** Anne de Chantraine The Witch cannot harm you. Return to back of pack if time has expired.
* At **45:00.** Whisper this spell: **"A thought for a caught wart is worth nought!"** Then roll both dice and if you can roll your number you can take a key. Return to back of pack if time has expired.
* At **45:00.** If a player whispers this spell: **"A thought for a caught wart is worth nought!"** Take all their TIME, FATE and CHANCE cards. Return to back of pack if time has expired.
* At **45:00 - 46:00.** Anne de Chantraine The Witch cannot harm you. Return to back of pack if time has expired.
* At **46:35.** If the pig picked 1 or 2/5 or 6/9 or 10, give it this card with this message from The Witch! "Poor pick pig! Miss 2/6 turns!/Return all your TIME, FATE and CHANCE cards!" Return to back of pack if time has expired.
* At **46:35.** If the pig picked 3 or 4/7 or 8/11 or 12, give it this card with this message from The Witch! "Good pick pig! Roll both dice and IF you can roll 3 or 4/7 or 8/11 or 12, you may take a key!" Return to back of pack if time has expired.
* At **49:30.** Whisper this spell: **"Rats and mice. Rats and mice. Rats and mice. Breed them for lice!"** Then roll both dice and if you can roll your number you can take a key. Return to back of pack if time has expired.
* At **49:30.** If a player whispers this spell: **"Rats and mice. Rats and mice. Rats and mice. Breed them for lice!"** Take all their TIME, FATE and CHANCE cards. Return to back of pack if time has expired.
* At **49:30/49:31/49:32/49:33/49:34.** SCREAM and receive a free turn for every pig you scare. Return to back of pack if time has expired.
* At **50:10 - 50:23.** If The Witch has demanded you roll your number twice before you can play again, have as many turns as you can before she returns to attempt it! Return to back of pack if time has expired.
* From **50:45 - 50:55.** If you roll an even number, you can take a key. Return to back of pack if time has expired.
* At **50:50.** Receive all your keys! Return to back of pack if time has expired.
* At **51:30.** Give this card to the pig that just lost all its cards and keys with this message from The Witch. "Roll the dice pig and IF you can roll your number you get the keys and cards you lost back again. Return to back of pack if time has expired.
* At **51:40.** Give this card to any swine branded with an even number with this message from The Witch. "You CANNOT play again until 52:12, which means you are just about to miss a chance to win a key. Return to back of pack if time has expired.
* At **52:05.** Give this card to any swine branded with an odd number with this message from The Witch. "You CANNOT play again until 52:40, which means you are just about to miss a chance to win a key." Return to back of pack if time has expired.
* At **52:40.** Move to the closest gravestone marked CHANCE and you will be ... delighted! Return to back of pack if time has expired.
* At **54:45.** Whisper this spell: **"Let the Witch burn and the pot churn!"** Then roll both dice and if you can roll your number you can take a key. Return to back of pack if time has expired.
* At **54:45.** If a player whispers this spell: **"Let the Witch burn and the pot churn!"** Take all their TIME, FATE and CHANCE cards. Return to back of pack if time has expired.
* At **55:18 - 55:31.** Have as many free turns as you can! Return to back of pack if time has expired.
* At **55:45.** SCREAM and receive a free turn for every pig you scare. Return to back of pack if time has expired.
* At **58:15.** SCREAM "CONFESS!/FIRE!" and if you can scare one opponent you can receive all your keys! Return to back of pack if time has expired.