Nightmare IV/Card List

## FATE

* **Blood**: If you become a Vampire, you can attack another Vampire and take all its Blood. Choose a number between 1-6 and then roll the dice. If you roll that number, it must surrender all its cards to you. But if you fail, return this card to the back of the pack.
* **Blood**: If you become a Vampire, you can select two victims to prey on!
* **Blood**: If you become a Vampire, you can attack your prey on the Nightmare square but you must wait two minutes between each assault.
* **Sanctuary**: If a Vampire attempts to attack you on the Nightmare square, you fend off the assault but must return this card to the back of the pack immediately after.
* **Blood**: If you become a Vampire, you can attack your prey on any character's gravestone.
* **Sanctuary**: If a Vampire attempts to attack you on any character's gravestone, you fend off the assault but must return this card to the back of the pack immediately after.
* You are released from the Black Hole. Return this card to the back of the pack after use. (x2)
* **Blood**: If you become a Vampire and your prey attempts to destroy you, you escape but must return this card to the back of the pack immediately after.
* **Blood**: If you become a Vampire, you can never be destroyed by being Burnt Alive.
* **Blood**: If you become a Vampire, you can never be destroyed by a Silver Arrow.
* **Blood**: If you become a Vampire, you can never be destroyed by a Wooden Stake.
* **Blood**: If you become a Vampire, you can attack your prey on any gravestone marked CHANCE.
* **Sanctuary**: If a Vampire attempts to attack you on any gravestone marked CHANCE, you fend off the assault but must return this card to the back of the pack immediately after.
* **Blood**: If you become a Vampire, you can attack your prey on any gravestone marked FATE.
* **Sanctuary**: If a Vampire attempts to attack you on any gravestone marked FATE, you fend off the assault but must return this card to the back of the pack immediately after.
* **Blood**: If you become a Vampire, you can attack your prey on any unmarked gravestone.
* **Sanctuary**: If a Vampire attempts to attack you on an unmarked gravestone, you fend off the assault but must return this card to the back of the pack immediately after.
* **Blood**: If you become a Vampire, you can attack your prey on any gravestone marked TIME.
* **Sanctuary**: If a Vampire attempts to attack you on any gravestone marked TIME, you fend off the assault but must return this card to the back of the pack immediately after.
* **Sanctuary**: If a Vampire attempts to attack you in the Black Hole, you fend off the assault but must return this card to the back of the pack immediately after.
* **Blood**: If you become a Vampire, you can attack your prey in the Black Hole but you must wait two minutes between each assault.
* **Blood**: If you become a Vampire, you can attack your prey on any gravestone.
* **Sanctuary**: If a Vampire attempts to attack you on any gravestone, you fend off the assault but must return this card to the back of the pack immediately after.
* If **Khufu** lands on your gravestone, toss the coin.
	+ **HEADS:** Take the mummy's BLACK ROSE cards.
	+ **TAILS:** Return this card to the back of the pack.
* If **Hellin** lands on your gravestone, toss the coin.
	+ **HEADS:** Take the poltergeist's BLACK ROSE cards.
	+ **TAILS:** Return this card to the back of the pack.
* If **Baron Samedi** lands on your gravestone, toss the coin.
	+ **HEADS:** Take the zombie's BLACK ROSE cards.
	+ **TAILS:** Return this card to the back of the pack.
* If any opponent is being preyed upon by a Vampire, give them this card with this message: "Move to any gravestone marked X, roll the dice and miss the number of turns you roll."
* If **Countess Elizabeth Bathory** lands on your gravestone, toss the coin.
	+ **HEADS:** Take all the vampire's BLACK ROSE cards.
	+ **TAILS:** Return this card to the back of the pack.
* If **Anne de Chantraine** lands on your gravestone, toss the coin.
	+ **HEADS:** Take all the witch's BLACK ROSE cards.
	+ **TAILS:** Return this card to the back of the pack.
* If The Countess demands you roll a '6' to play again, you are released from that task but must return this card to the back of the pack immediately after.
* **Blood**: If you become a Vampire and cannot attack your prey because it has a card to protect it, you may choose another victim. (x3)
* If **Gevaudan** lands on your gravestone, toss the coin.
	+ **HEADS:** Take the werewolf's BLACK ROSE cards.
	+ **TAILS:** Return this card to the back of the pack.
* **Blood**: If you become a Vampire, you can never be destroyed by being Trapped Outside Your Lair in Direct Sunlight.
* **Blood**: If you become a Vampire, you can never be destroyed by Nourishing Yourself on Poisoned Blood.
* **Blood**: If you become a Vampire, you can never be destroyed by being Entombed in Your Lair.
* **Blood**: If you become a Vampire, you can never be destroyed by a Silver Dagger.
* **Blood**: If you become a Vampire, you can never be destroyed by being Dismembered.
* **Blood**: If you become a Vampire, you can never be destroyed by being Pegged Down and Starved to Death.
* **Blood**: If you become a Vampire, you can never be destroyed by being held under Cold Running Water.
* **Blood**: If you become a Vampire, you can never be destroyed by being Decapitated.
* **Blood**: **GAME OVER** if you become a Vampire, and your prey attempts to destroy you, this card immediately ends the game. Scream "In the name of Countess Elizabeth Bathory, I end this game!" Then press STOP.
* If a Vampire attempts to end the game by playing the **GAME OVER** card, this not only prevents it from doing so but also destroys that Vampire in the process.
* If The Countess demands you roll your number to play again, you are released from that task but must return this card to the back of the pack immediately after.
* **Blood**: If you become a Vampire, you cannot be destroyed by anybody or anything.
* **Blood**: If you become a Vampire, you can never be destroyed by being Boiled in Burning Oil.

## TIME

Note that half of the available 96 cards are absent in the UK release to make way for the exclusive Chance cards.

* At **00:30.** Receive a Key. Return to back of pack if time has expired.
* At **01:30.** Receive a Key. Return to back of pack if time has expired.
* At **03:00.** SCREAM "Blood!" Any opponent you scare must return all their FATE cards to the back of the pack. Return to back of pack if time has expired.
* At **05:15.** SCREAM "Flesh!" Any opponent you scare must return all their FATE cards to the back of the pack. Return to back of pack if time has expired.
* At **06:30.** Release yourself from the BLACK HOLE and move to the closest gravestone marked X. Return to back of pack if time has expired.
* At **07:00.** SCREAM "Blood!" Any opponent you scare must return all their FATE cards. Return to the back of pack if time has expired.
* At **08:45.** If you have been instructed to roll a '6' to play again, receive 6 free turns. Return to back of pack if time has expired.
* At **09:30.** SCREAM! Any opponent you scare must return all their FATE cards to the back of the pack. Return to back of pack if time has expired.
* From **10:00** to **15:00.** You cannot be harmed by a Vampire. Return to back of pack if time has expired.
* At **11:15.** Release yourself from the BLACK HOLE and move to the closest gravestone marked X. Return to the back of pack if time has expired.
* At **13:00.** Release yourself from the BLACK HOLE and move to the closest gravestone marked X. Return to back of pack if time has expired.
* At **14:30.** SCREAM! Any opponent you scare must return all their FATE cards to the back of the pack. Return to back of pack if time has expired.
* At **15:50.** As the low life tries to roll its exact age, try to make it lose count by repeatedly counting from 1 to 10 until The Countess returns. Return to back of pack if time has expired.
* At **16:05.** As the low life tries to roll its exact age, try to make it lose count by repeatedly counting from 10 to 20 until The Countess returns. Return to back of pack if time has expired.
* At **17:10.** Release yourself from the BLACK HOLE and move to the closest gravestone marked X. Return to back of pack if time has expired.
* At **17:30.** Any opponent you scare must move to the closest gravestone marked X. Return to back of pack if time has expired.
* At **22:00.** SCREAM! Any opponent you scare must return all their FATE cards. Return to back of pack if time has expired.
* At **22:30.** Wait for your turn, and then roll the dice. If you roll your number, receive a key. Return to back of pack if time has expired.
* At **22:30.** Release any opponent in the BLACK HOLE and instruct them to move to the closest gravestone marked X. Return to back of pack if time has expired.
* At **22:30.** SCREAM! Any opponent you scare must return all their FATE cards. Return to back of pack if time has expired.
* From **25:00** to **30:00.** You cannot be harmed by a Vampire. Return to back of pack if time has expired.
* At **25:30.** If an opponent has just won a key, instruct them to return it. Return to back of pack if time has expired.
* At **26:00.** SCREAM "Blood!" and if you can scare every opponent, receive a key. Return to back of pack if time has expired.
* At **26:00.** If any opponent screams, they are banished to the BLACK HOLE. Return to back of pack if time has expired.
* At **27:00.** Wait for your turn, and then roll the dice. If you roll your number, take a key. Return to back of pack if time has expired.
* At **29:00.** SCREAM "Blood!" and receive one free turn for every opponent you scare! Return to back of pack if time has expired.
* At **32:30.** If the "old flesh" won a key, instruct it to return it. Return to back of pack if time has expired.
* From **35:00** to **40:00.** You cannot be harmed by a Vampire. Return to back of pack if time has expired.
* At **35:00.** If you are being preyed upon by a Vampire, move to the closest gravestone marked X. If it attacks you, it is destroyed. Return to back of pack if time has expired.
* At **35:00.** Wait for your turn, then roll the dice. If you roll your number, take a key. Return to back of pack if time has expired.
* At **35:30.** SCREAM "Flesh!" Any opponent you scare must miss a turn. Return to back of pack if time has expired.
* At **35:30.** If any opponent screams, banish them to the BLACK HOLE. Return to back of pack if time has expired.
* At **36:30.** Wait for your turn, then roll the dice. If you roll your number, take a key. Return to back of pack if time has expired.
* At **39:30.** SCREAM and any opponent you scare must return all their FATE cards. Return to back of pack if time has expired.
* At **40:00.** Wait for your turn then roll the dice. If you roll your number, take a key. Return to back of pack if time has expired.
* At **40:30.** Select any opponent being preyed upon by a Vampire and instruct them to move to the closest gravestone marked X. Return to back of pack if time has expired.
* At **42:00.** SCREAM "Blood!" and any opponent you scare must return all their FATE cards. Return to the back of pack if time has expired.
* At **43:30.** Wait for your turn, then roll the dice. If you roll your number, take a key. Return to back of pack if time has expired.
* At **44:00.** SCREAM "Blood!" and any player you scare must roll the dice. If they roll a '1' they must turn to Page 8 of The Book of Rules. Return to back of pack if time has expired.
* From **45:00** to **50:00.** You cannot be harmed by a Vampire. Return to back of pack if time has expired.
* At **46:00.** Release yourself or any of your choice from the BLACK HOLE, then move to the closest gravestone marked X. Return to back of pack if time has expired.
* At **49:00.** Wait for your turn, then roll the dice. If you roll your number, take a key. Return to back of pack if time has expired.
* At **51:40.** If you have just been instructed to roll your number to play again, this card releases you from that task. Return to back of pack if time has expired.
* At **55:00.** SCREAM "Blood!" and if you scare any opponent, receive one key then move to the closest gravestone marked X. Return to back of pack if time has expired.
* From **55:00** to **60:00.** You cannot be harmed by a Vampire. Return to back of pack if time has expired.
* At **57:10.** If your number has been rolled and you are out of the game, this card enables you to continue playing. Return to back of pack if time has expired.
* At **57:30.** Take a key. Return to back of pack if time has expired.
* At **58:30.** SCREAM and receive one key for every opponent you scare! Return to back of pack if time has expired.

## CHANCE

***Note:** These are only available in the UK release, substituting half of the available Time cards there, and this section does not include the 11 "Key-half" cards (10 bows and 1 blade).*

* If you roll a '1' and have been instructed to turn to Page 8, this card protects you from the Curse and releases you from that task. Return to back of pack after use. (x3)
* If you are <Harbinger's name>, you may use this card ONCE to release yourself from the BLACK HOLE. Return to back of pack after use. Return this card immediately if you are not the <Harbinger alias>. (x6)
* Give this card to one of your opponents with this message: "Move to a gravestone marked X." Return to back of pack after use. (x3)
* Give this card to one of your opponents with this message from the Blood Countess: "Roll the dice and if you roll a '1', you are one of mine". Read Page 8 of the Book of Rules. Return to back of pack after use. (x3)
* Give this card to a Vampire. The curse has been broken and you are no longer a Vampire. You may return to the game. Return to back of pack after use.
* This card frees you from the BLACK HOLE. Return to back of pack after use.
* **WHEN...** Any opponent looks like winning, take one of their keys and return it, and then return this card to back of pack.
* **WHEN...** You are banished to the BLACK HOLE, release yourself then pass this card on to the player closest to you in the graveyard.
* Choose between PLEASURE and PAIN then take a BLACK ROSE. If it is what you have chosen, you may keep the card. If not, return it and all your FATE cards. Return to back of pack after use. (x12)
* **WHEN...** An opponent collects six keys, take one and return it, then give them this card in return.
* **WHEN...** Any opponent lands on the NIGHTMARE square, instruct them to roll the dice and the number they roll is the number of turns they will miss. Return to back of pack after use.
* **WHEN...** Any opponent speaks without being spoken to while in the presence of The Countess, take all their TIME, FATE and BLACK ROSE cards.
* **WHEN...** Any opponent fails to reply "FOREVER! MY LADY!", banish them to the BLACK HOLE.
* Select any opponent and fix them with an ice cold stare. Continue to gaze at them until they ask you why you stare, then take all that player's FATE cards and give them this card.
* Do anything to scare anybody and receive one free turn for every opponent you frighten.

## BLACK ROSE

* **PAIN**: **The Pentagram** You can never be turned into a Vampire.
* **PLEASURE**: **Wolfebain** You can never be turned into a Vampire.
* **PAIN**: **Wild Rose** You can never be turned into a Vampire.
* **PLEASURE**: **Ring of Garlic** You can never be turned into a Vampire.
* **PLEASURE/PAIN** You have the power to release any player banished to the BLACK HOLE but in return, they must return all their FATE cards to the back of the pack.
* **PAIN**: **Healing Herbs** You can never be turned into a Vampire.
* **PLEASURE**: **Witch's Charms** You can never be turned into a Vampire.
* **PAIN**: **The Cross** You can never be turned into a Vampire.
* **PAIN**: You destroy the lair of a Vampire, but it returns and wreaks its revenge! Each player must now return one key. Any player that does not possess a key must roll their number to play again.
* **PLEASURE** Vampires become so entranced by your charismatic personality, they can never bring themselves to attack you. And if ever one tries, you brush off the assault and receive a key.
* **PAIN** You look into the eyes of a Vampire and become mesmerised by its hypnotic glare. You cannot play for 5 minutes.
* **PLEASURE**: **Holy Water** You can never be turned into a Vampire.
* **PLEASURE**: **Silver Dagger** If a Vampire attacks you and succeeds in rolling your number, give it this card. A silver dagger has been driven through your heart, destroying you forever.
* **PAIN**: **Direct Sunlight** If a Vampire attacks you and succeeds in rolling your number, give it this card.You have been trapped outside your lair and have been destroyed by sunlight.
* **PLEASURE**: **The Wooden Stake** If a Vampire attacks you and succeeds in rolling your number, give it this card. A wooden stake has been driven through your heart, destroying you forever.
* **PAIN**: **Starvation** If a Vampire attacks you and succeeds in rolling your number, give it this card. You have been pegged to the ground and slowly starved to death, destroying you forever.
* **PLEASURE**: **Silver Arrow** If a Vampire attacks you and succeeds in rolling your number, give it this card. You have been shot through the heart with a silver arrow, destroying you forever.
* **PAIN**: **Boiling Oil** If a Vampire attacks you and succeeds in rolling your number, give it this card. You have been boiled alive in burning oil, destroying you forever.
* **PLEASURE**: **Dismembered** If a Vampire attacks you and succeeds in rolling your number, give it this card. Your body has been dismembered, destroying you forever.
* **PLEASURE**: **Burnt Alive** If a Vampire attacks you and succeeds in rolling your number, give it this card. You have been staked to the ground and burnt alive, destroying you forever.
* **PAIN**: **Decapitation** If a Vampire attacks you and succeeds in rolling your number, give it this card. You have been destroyed by being decapitated.
* **PLEASURE**: **Poisoned Blood** If a Vampire attacks you and succeeds in rolling your number, give it this card. You collapse and die from feeding on poisoned blood.
* **PAIN**: **Entombed** If a Vampire attacks you and succeeds in rolling your number, give it this card. You have been entombed inside your lair. Starved of nourishment, you eventually perish.
* **PAIN**: **Cold Running Water** If a Vampire attacks you and succeeds in rolling your number, give it this card. You have been held under constant, cold running water, destroying you forever.
* **PLEASURE** Every time you land on a gravestone marked TIME, SCREAM and receive one free turn for every player you scare.
* **PAIN** Every time you land on a gravestone marked X, SCREAM and receive one free turn for every player you scare.
* **PLEASURE/PAIN** This reverses The Curse of The Vampire. If given to a Vampire, it becomes mortal again and can return to the game by retrieving its playing piece and disc and resuming play.
* **PLEASURE** You are being pursued by a Vampire. Roll the dice 3 times. If you roll your number, you escape. But if you fail, turn to Page 8 of The Book of Rules.
* **PAIN** Every time you land on your own gravestone, SCREAM and receive one free turn for every player you scare.
* **PLEASURE** Every time you land on a gravestone marked CHANCE, SCREAM and receive one free turn for every player you scare.
* **PAIN** Every time you land on a gravestone marked FATE, SCREAM and receive one free turn for every player you scare.
* **PLEASURE** If an opponent lands on the NIGHTMARE square before the 45:00 minute mark of the game, give them this card. You must return three keys, return to your character's gravestone and roll your number to play again.
* **PAIN** Once you are on one of the four trails leading to the centre NIGHTMARE square, nothing can harm you.
* **PLEASURE** Receive all your keys.
* **PLEASURE** You have been summoned to the chamber of The Countess. Roll the dice and if you roll a 1, turn to Page 8 of The Book of Rules.
* **PAIN** If any opponent is told to turn to Page 8 of The Book of Rules, you can prevent them from being cursed with this card but in return, they must give you all their TIME and FATE cards.
* **PLEASURE** You now have the power to become the strongest Vampire. Take all the BLOOD cards from every player and then turn to Page 8 of The Book of Rules.
* **PAIN** Roll your number to play again.
* **PLEASURE** Receive a key.
* **PLEASURE** Receive one free turn every time you land on a gravestone marked CHANCE.
* **PAIN** Receive one free turn every time you land on a gravestone marked FATE.
* **PLEASURE** Receive one free turn every time you land on a gravestone marked X.
* **PAIN** SCREAM! For every player you scare you receive a free turn, and each time you roll your number, you receive a key.
* **PLEASURE** Receive one free turn every time you land on an unmarked gravestone.
* **PAIN** Receive one free turn every time you land on a gravestone marked TIME.
* **PLEASURE** Return a key.