recursal/Fanatic-Fandom huggingface dataset:
Atmosfear (Series)

***Atmosfear*** is a horror-themed board game series played with accompanying video, created in 1991 by Phillip Tanner and Brett Clements, otherwise known as A Couple 'A Cowboys.

In order to win the game, a player must retrieve six colored keys (or "Keystones") from each of the six realms and then hurry to the Well of Fears at the middle where they will confront their greatest nightmare.

## Rules

### Objective

The objective is simple - to complete the game before the time on the video runs out (usually, between 45 to 60 minutes depending on the game). If none of the players are able to do so before the timer runs out, the host (typically the Gatekeeper) will be declared the winner.

### Playing rules

The basic rules of the game are usually the same throughout the series, though some games add in additional wrinkles to the rules or use a considerably different gameplay style altogether.

## Entries

* *Nightmare*
* *Nightmare II*
* *Nightmare III*
* *Nightmare IV*
* *The Harbingers*
* *The Soul Rangers*
* *Atmosfear: The Gatekeeper*
* *Atmosfear: Khufu the Mummy*
* *Atmosfear (app)*
* *Atmosfear 30th Anniversary Edition*

## Notes

* Atmosfear is typically played-best during the night.
* Atmosfear needs at least 3 players to play and a VCR or DVD/Blu-ray player to run it. In the case of the app, it needs at least one mobile device (phone or tablet) to run it, or a "Host Device".

## References

1. ↑ aim. *atmosfear*. Retrieved on 2022-4-11.
2. ↑ Wikipedia contributors (2005-02-13). "Atmosfear (series)". *Wikipedia*. Retrieved on 2022-4-11.
3. ↑ "RULES OF PLAY". *atmosfear*. Retrieved on 2022-4-14.
4. ↑ Atmosfear+instructions. Retrieved on 2022-04-14.
Atmosfear

**Disambiguation**
This page is a Disambiguation, meaning that there are multiple pages with the same title listed below. Please refer to one of the following links or search for the specific page.
***Atmosfear*** may refer to:

* *Nightmare*
	+ *Nightmare II*
	+ *Nightmare III*
	+ *Nightmare IV*
	+ *Nightmare V*
* *The Harbingers*
* *The Soul Rangers*
* *Atmosfear: The Third Dimension*
* *Atmosfear: The Card Game*
* *Atmosfear: The Gatekeeper*
* *Atmosfear: Khufu the Mummy*
* *Atmosfear 30th Anniversary Edition*
* *Atmosfear (App)*
Ivana Gillina

**Countess Ivana Gillina-Olivana** is the second eldest child of Countess Acelina and Count Gillard of Pecarom. She is also the younger sister of Alexander of Pecarom and the older sister of Ninette, Sophronia, Juliet, Varina and Elsbeth of Pecarom.

## Biography

### Early life (1561-1575)

As the first daughter, she spent her first few years bathing in her mother's attention, until Juliet came along and stole her spotlight and becoming their mother's new favorite because she looked just like her. Ivana became incredibly jealous and over time, developed an iron-like exterior, pretending like she had no feelings at all. She unintentionally pushed all of her siblings away, even though none of them were at fault for their upbringing.

### Snowrose Academy (1576-1581)

When she first started attending the Snowrose Academy, she was immensely popular and she enjoyed and took great pride in her beauty and popularity. However, the longer she attended the school, the more she noticed how people started pulling away from her and avoiding her, making her angry and act out in incredibly arrogant ways. The only exception was the boy she admired, towards whom she acted very sweet, funny and genuine, like her true self. He eventually told her that he really liked her but he refused to go out with her until she stopped acting like a completely different person towards others. That's when she realized that the reason why people always painted her as the villain or the mean girl, was because she was acting like a villain or a mean girl. She genuinely apologized to everybody she had ever hurt with her words or attitude, including her siblings, and was redeemed in the eyes of both other students and her siblings.

## Abilities and Skills

* Passive magic
* Tailoring

## Etymology

**Ivana** is a name meaning 'divine grace'.

**Gillina** is a combination of *Gillard* meaning 'will, desire, brave, hardy' and *Acelina* meaning 'noble, a noble person from heaven'.

**Olivana** is a combination of *Oliver* meaning 'olive tree' and *Ivana* meaning 'divine grace'.

### Titles

#### Current title

* Her Honour Ivana Gillina-Olivana, Countess of Iocoric and Lady of Pecarom

## Trivia

* Ivana represents iron, the color violet and Orchids
Aelisennas

**Aelisennas** are the names people primarily use in everyday life, usually short or medium-length and often have a similar english equivalent. Previously, these names were directly derived from one's Lanisenna which is still done sometimes, but the tradition has shifted so now the Lanisenna is often already a shortened version of the original name while the Aelisenna is now often just a combination of syllables from one to three words that convey some traits they want to have for their child, similar to how Lanisennas are chosen.

## Formation

### Traditional

Traditionally, the *Aelisenna* was derived from one's *Lanisenna* and didn't always have a meaning unless the random combination of letters one chose from the *Lanisenna* also had a meaning of their own.

### Modern

In modern times, the choice of a child's *Aelisenna* has increased in importance and instead of simply choosing a random combination of letters from a *Lanisenna*, people have come up with a new system where they choose traits or words they want to connect to their child, choose one particle from each Anerian word and combine them in a way that sounds pretty. There is now even an official list with possible particles and which meanings they could have and some parents even do it the other way around, first choosing the particles to make their name and then deciding which meanings they want each particle to have. When this system gained popularity, the Ministry dictated that only particles included in nouns and adjectives are allowed in an *Aelisenna*, to reduce the amount of possible particles and to clearly differentiate the names from *Lanisennas*, which almost always include a noun and a verb or a noun and an adjective.

## List of syllables

*Note: It is always allowed to double any of the vowels or consonants in the particles to make the pronunciation of the name more pleasant.*
Diantha Carfrey

**Baroness Diantha Carfrey-Diance** is the eldest daughter of Carmela Artinald and Godfrey Aloynas, the sister of Iridenta Carfrey, wife of Lance Anvish, mother of Ephrem, Damara, Lysias and Accalia Diance and the aunt as well as adoptive mother of Valentina Iridence.

## Biography

At some point after graduation, she was hired by Juliet Gillina to be a tailor at the Iron Tailory, where she's been working ever since then. Through her friendship and connection to the owners, she managed to get her sister a job there as well, while helping her raise her niece Valentina. She had no idea about Iridenta's schemes and her betrayal of the others and was thrown into prison along with them, showing her that her sister didn't care about her at all. As soon as she was released from prison, she formally disowned Iridenta and took in Valentina as her own adoptive daughter. She also finally got in contact with Valentina's father, Lance Anvish, who was overjoyed to finally be a father to his daughter. They continued raising Valentina together and eventually, they fell in love and got married, eventually having four kids of their own.

## Abilities and Skills

* Passive magic
* Tailoring

## Etymology

**Diantha** is a name meaning 'heavenly flower'.

**Carfrey** is a combination of *Carmela* meaning 'garden' and *Godfrey* meaning 'peace of the gods'.

**Diance** is a combination of *Diantha* meaning 'heavenly flower' and *Lance* meaning 'spear, lance'.

### Titles

#### Past titles

* Her Ladyship Diantha Carfrey of Sinpiper

#### Current title

* Her Honour Diantha Carfrey-Diance, Baroness of Doannah and Lady of Sinpiper
Atmosfear 30th Anniversary Edition

***Atmosfear 30th Anniversary Edition*** is the tenth overall instalment of the *Atmosfear* series. Exclusively available on Kickstarter, it recreates nearly every element of the original *Nightmare* with multiple bonus elements added. The Kickstarter campaign went live on the 14th of November 2021 and rewards started being shipped to backers around the world starting on January 2023.

## Overview

This edition of the game plays the same as the original version did aside from the lack of an included video tape. At launch, high definition versions of the Master Game Set tape and the Baron Samedi expansion tape have been made available for free online streaming via Vimeo, which can also be viewed on the app game's official website. The only other change to pre-existing game elements from the original is the replacement of the pencil with a dry erase pen, to allow the newly erasable Nightmare Cards to be reused.

### Bonuses

The Deluxe version of the game comes with various bonuses after the crowdfunding campaign surpassed multiple stretch goals. A pair of special dice are included, made with a transparent plastic and a bust of the Gatekeeper's head seen inside of it. Included along with the old white plastic coin is a gold coloured metal coin modelled after the coin seen in the DVD coin flip minigame. Also included in the Deluxe edition are the Fate and Time cards from *Nightmare II*.

Following the success of the Kickstarter campaign, the stretch goal content as added to the Deluxe Edition are as follows: additional Time, Fate and Chance cards with unique and brand new conditions to afford "multiple new game play experiences", redesigned gravestone playing pieces with modern artwork for each of the playable characters and a physical comic book dubbed *The Lore of the Other Side* that explores "the origins of The Gatekeeper and just what is so frightening about the Other Side". Those who backed the standard edition early would get these items in an "expansion pack".

One final bonus was included free of charge for early backers and is sold separately for latecomers: the Golden Skeleton Key. How this new gameplay addition is attained during gameplay is never made clear and is likely up to player interpretation, but whoever possesses it can fall back on two effects before it is presumably discarded: the first effect is to free the player from the Black Hole at any time and the second allows them the choice to move counter-clockwise during their turn instead of clockwise.

## Contents

* Link to stream/download video
* 256 cards (Time,Fate & Chance Cards)
* 10 Fear Cards
* 6 Plastic Tombstone playing pieces
* 36 Keys (six sets)
* 6 Numbered Discs
* 1 Plastic Coin
* 1 Dry Wipe Pen
* Rules leaflet
* 1 Die
* 1 Cloth Bag

The following are also included in the Deluxe edition:

* 144 *Nightmare II* cards (Fate & Time)
* 152 Deluxe Cards (Time, Fate & Chance)
* 6 Deluxe Playing Pieces
* 2 Gatekeeper Special Dice
* 1 Gold Coin

## See also

* Rules
* Card List (Original, II)
* The Lore of the Other Side
Atmosfear: The Card Game

**Atmmosfear: The Card Game** is a spin-off game in the *Atmosfear* series. Based on *The Harbingers*, this game used a unique card format.

## Brief

For 2-6 players. "Lead. Follow. Or get out of the way."

Go hand to hand against 'The Harbingers' from ATMOSFEARTM in this card game where The Gatekeeper always comes up trumps!

Explore the hidden hierarchy of the six heirs of horror who rule over The Other Side - that land of limbo lost somewhere between nowhere and forever - in a quest for six Keys with as many tricks as there are treats.

A game of skill, strategy, and suspense where your luck can change as fast as the roll of the dice.

Action cards take on new powers, Soul Rangers plunder the decks, Black Holes lead to nowhere and Gates change more than just your game plan. Where will your Flight of fancy take you?

A showcase of the superbly illustrated art from the No.1 Video Board Game, ATMOSFEARTM - The Card Game is 'The Harbingers' worst nightmare!

### Contents

* 79 Playing cards
* 5 Quick Reference cards
* 3 Dice (Duel, Symbol & Ruling)
* 1 Rules Leaflet
Rott

## Appearances

**Rott, "the Dog Eat Dog Daddy"** is a member of the Special Soul Rangers. Making his sole appearance in *The Soul Rangers*, he replaced Gevaudan in that game.

## Background

Color: BLUE

Distinguishing Feature: FACE MUZZLE

Special Powers: RUNAWAY and DOUBLED UP

Speed kills. Rott specialised in it; thundering through the Sewers on the 'hog from hell', looking for his next meal and some good old 'rip and tear'. Originally lurking with his 'soul hungry' Ranger tribe in the dimly lit Sewer of the thorny forest of Le Gevaudan, Rott always liked to spoil his dinner - by tearing its face clean off! In fact, Rott put the bite on everything on The Other Side - until The Gatekeeper 'muzzled' him for the rest of his afterlife. These days Rott can only suck in his captured lost souls - straining them through the mesh of the device clapped across his mouth!

## Appearance

Rott wears a blue trench coat and a matching hat with a crossbones motif. His mouth is obscured by a rusty looking muzzle. He has long grey hair, and rides a boar who wears a leather mask.

## Personality

Going off his official description: Rott seems particularly deranged, seemingly cannibalising his fellow Soul Rangers.

## Keystone Powers

 ~~Green~~ | TUNNELLING: Without this Keystone you gain the power of Tunnelling. Land exactly on a Compass and move immediately to any other Compass in another Sewer.
The Harbingers (Booster Tapes)

***The Harbingers Booster Tapes*** were a pair of videotapes that were compatible with *The Harbingers*, providing a shorter and harder version of the base game for advanced players.

## Overview

These tapes played the same as the base game. The only differences were that the tapes each ran for 45 minutes instead of 60, and the number of players playing would in turn reduce the number of Keystones available.

## See also

* Transcript (Booster Tape 1)
* Transcript (Booster Tape 2)

## Trivia

* Booster Tape 2 was only released in its native Australia.
Key Racks

**Key Racks** are an item featured exclusively in *Atmosfear: The Gatekeeper*. Similar to the Slabs from *The Harbingers*, these are used to hold the player's Keys in place.

Each slab has eight gaps with space for two Keys inside each, meaning that any player can hold a maximum of sixteen Keys on their rack at once. The blade part of the Keys are initially wholly separate components when the game is being unboxed for the first time and so, they must be connected to the bows. There are thirty-seven blades for thirty-seven bows, each of which comes in one of six colors (one for each of the six playable characters and their associated realms and another for the dreaded Black Key).

When in play, the Keys are slotted into these gaps with the shoulder part of the Key bow helping it rest in place with the coloured blade hanging down. so that the owning player can see their colors while their opponents cannot. This way, when an opponent is permitted to take a Key from that player, they cannot see which color of Key they are about to take from them (especially dangerous if they are about to take the Black Key without realising it). A player can collect multiple Keys of any color as they please, but they need one of each color to have a chance of winning the game.

The DVD version of *The Gatekeeper* shipped with a set of stickers numbered 1 to 6 that would be affixed onto the front of each rack, with the intention being for players to choose a Key Rack at random before the game begins, thus denoting their assigned number in a similar fashion to the numbered tiles from the original *Nightmare*. For the App-based revision in 2019, these stickers were excised since the numbers were embedded directly onto the Key Racks straight out of the box.
Atmosfear Wiki

**Games**
***Nightmare******The Harbingers******The Soul Rangers******Atmosfear: The Third Dimension******Atmosfear: The Card Game******Atmosfear: The Gatekeeper******Atmosfear: Khufu the Mummy******Atmosfear* 30th Anniversary Edition*****Atmosfear* (app)**

**Characters**
**The Gatekeeper****Anne de Chantraine****Baron Samedi****Elizabeth Bathory****Gevaudan****Hellin****Khufu****Soul Rangers****Special Soul Rangers****Dr. Mastiff****Medusa**

**Welcome, Maggots!**
The **Maggot's Guide to the Other Side** is a community-maintained site focusing on ***Atmosfear*** — a board game series of the horror genre, created in the year 1991 by Phillip Tanner and Brett Clements, otherwise known as A Couple 'A Cowboys. With that being said, make sure to read through our Rulebook and Manual of style before contributing to the project. Hope to see you around!
Atmosfear (App)

App icon

***Atmosfear*** is the ninth overall game in the *Atmosfear* franchise. The franchise's third relaunch and a re-issue of the 2004 game, therefore hosted by the Gatekeeper once again, this entry brings the franchise up to date with a dedicated app.

## Brief

**A NEW GAME EVERY TIME YOU PLAY!**

* Fast Frightening Fun
* For 3 - 6 players ages 12 and over
* Plays in under an hour
* Game include an App

AtmosfearTM is a game of skill, strategy and suspense wrapped up in a race against time. You must collect 6 colored keys and face your greatest fear before the countdownn reaches zero. The is one problem, the Gatekeeper, he's going to cause you a world of trouble.

It's a board game that uses an App, your mobile phones, your TV and living room. You can't escape The Gatekeeper in this game of fast, frightening fun that promises hours of screams and laughs for players 12 years and over.

### Contents

* Playing Board
* 40 Fate Cards
* 65 Time Cards
* 6 cheat cards (space reference cards)
* 6 coloured playing pieces
* Well of Fears
* 37 Keys (including Black Key)
* 6 Key Racks
* Pencil & Paper
* 2 Dice
* Rules

### App requirements

TV, speakers and handheld devices not included.

Requires an App and commpatible home entertainment system

* Download on the App Store
* Get it on Google Play

System/Device Requirements:

* iOS player requires iOS 10 or higher
* Android: OS 5.1 or later; ARMv7 CPU with NEON support or Atom CPU; OpenGL ES 2.0 or later

## Overview

As a re-purposed version of the DVD game (although now lacking the DVD game's minigames), the same rules as that game apply to this version.

The only major change to the game, apart from now being on an app (which can be mirrored to a compatible smart TV), is that the time it takes to play the game is randomised each time it is played. Additionally, when starting a new game, rather than having to scroll through all the characters in order and selecting "Yes" or "No" to confirm which characters are in the game, they can all be selected from a single screen via touch. The game can be played with multiple devices, which allows the Gatekeeper to occasionally appear on a different screen if he wishes to speak to the character to whom that player's device belongs to. There is also a change in how the game is completed; if a player's own fear is drawn from the Well of Fears, they must tap a blue button resembling the Well beneath the timer on the device screen, and then tap the "I FACED MY FEARS!" button to confirm their victory.

Unlike prior games, there are settings to change the game experience, like changing the game's language, turning on subtitles and even having the game's entire video content downloaded to allow the game to be played offline.

## See also

* Transcript
* Rules
* Card List
Scarab

**Scarabs** are items used in *Atmosfear: Khufu the Mummy* to make progress during the game.

At the start of the game, every player has four Scarabs that match the color of their chosen character. These are placed one by one into each of Khufu's rotating chambers, only when a player wins a game of chance at the table in that chamber. In order for a player to get a chance of winning the game by playing Khufu's Ultimate Challenge, they must place one scarab in each of the four chambers before travelling to the chamber in which Khufu's Sarcophagus has been placed and challenging the Mummy himself.
Black Key

The **Black Key** is an item featured in *Atmosfear: The Gatekeeper* and its re-releases. Unlike the other Keys, players had to avoid landing on this "cursed" Key at all costs, lest the player who picks it up become unable to win the game as long as it's in their possession, even if they have one each of the other Keys. Those in possession of the Black Key could only get rid of it if they either try losing it in a duel or pass it on to another player if their pieces both occupied the same space.
Zass

## Appearances

**Zass, "the Soul Trader"** is a member of the Special Soul Rangers. Making his sole appearance in *The Soul Rangers*, he replaced Khufu in that game.

## Background

Color: YELLOW

Distinguishing Feature: PEAKED CAP

Special Powers: WEAPON TRADE and DOUBLED UP

There wasn't always an overabundance of lost souls. There were periods between the wars when spirits were as rare as hen's teeth. These were the 'Droughts of the Dead' when buying and selling souls took place with the sleight of claw in the blackest of markets. While most of the other Rangers just eat on the run, Zass and his tribe only hunt to catch the best souls - full of sins from their last life. Zass always had plenty of them - for the right price. If Khufu, 'The Sell-out King of Hollywood on the Nile', knew of the commercial activity in his Sewer, he would be very pleased!

## Appearance

Zass wears a black Yankee uniform with red trimmings, oval-shaped glasses and yellow gloves, along with a black backpack filled with the souls he collects. He has shoulder length grey hair and carries an abacus.

## Personality

Going off his official description: Zass is very greedy, loves money, and has a taste for life’s finer things.

## Keystone Powers

 ~~Green~~ | DOUBLE DICE: Without this Keystone you gain the power to roll one or two dice.
Dr Dodo

Dr Dodo is a mad scientist who schemes to take over Redwood Village! They are extremely charismatic, observant, and determined, but also know when they've been defeated and treat their enemies carefully and not without care.

The most recurring main antagonist, Dr Dodo is the main source of trouble in a lot of episodes, most notably in Season 1. Their first appearance, Episode 1: This is Redwood, has them literally trying to "steal the stage," only to be thwarted by Fauna and her friends.

## History

Not much is currently known about Dodo, only that they're a mad scientist inventor who likes causing havoc. Their plan is to take over the town, with more and more extreme ways of doing so.

They do have connections with Perfect the Powerful, the local superhero set out to stop them from carrying out their plans! They've gone back and forth a few times, and fights between them are more akin to dancing than battle.

## Personality

[Redacted]

Note from Dimonds: I actually wanna say as little about Dodo as possible. I want them to be a complete surprise. I'll come back and add all this in after the pilot goes up!
Gevaudan

**Gevaudan, the Werewolf** is a playable character in the *Atmosfear* series.

## Background

### *The Harbingers*

The asexual demigod of the most sinister of all carnivores, the jackal and the wolf. The Great Beast is worshiped by packs of predators who howl its praise from the forest of Le Gevaudan.

Carrying 'the sickness' of lycanthropy, Gevaudan spreads its disease and plague throughout the Provinces of The Other Side.

With razor sharp instincts and reflexes of a natural-born hunter, 'it' hunts and kills its prey without remorse. Such is the primeval order of the Loup-garou. The Werewolf.

### *The Gatekeeper*

Beware of the dog! History tells of the Great Beast who terrorized the mountain regions of 18th century France. La Bête du Gevaudan was said to be "loup-garou". A Werewolf with razor sharp instincts and teeth to match.

Once the disease of lycanthropy was in his blood, the desire to pass it on could never be satisfied. Driven by a constant craving he roamed the countryside on moonlit nights, sampling the local cuisine.

Many tried to capture and kill the Great Beast and many failed, but eventually an experienced wolf hunter claimed success and Gevaudan's earthly rampages ceased. Instead this sick little puppy now stalks his **blue** prison, sniffing the air and waiting for his time to come again.

Blue is supposed to be calming. Sit boy, sit!

### *Khufu the Mummy*

Once bitten, twice die. The Great Beast of Gevaudan terrorized the French countryside in the 18th century, attacking scores of human beings in his moonnlit pursuits.

'Where wolf?' became the question of the day.

The lycanthrope's earthly rampages ceased when a French hunter claimed Gevaudan's hide and this bad doggie was sentenced to stalk his prison on The Other Side.

That was until The Gatekeeper let him off the leash to go play at Khufu's House of Fun. Now things are looking up. This sick little puppy, whose bite is much worse than his bark, is back on the prowl. Every werewolf may still have his day!

Whatever the odds at the casino Gevaudan will always bite, and he's a natural at cards because he's used to being in a pack.

## Appearance

### *The Harbingers*

In *The Harbingers*, Gevaudan's playing piece is represented by a Wolf’s fang. His character card depicts him as a black wolf with long black dreadlocks.

### *The Gatekeeper*

In the DVD reboot, Gevaudan's playing piece is represented by a blue werewolf head. His character card depicts him as a bipedal werewolf.

### *30th Anniversary Deluxe Edition*

The visual design of his playing piece as seen in the Deluxe edition of the anniversary rerelease is somewhat a mixture of his *Harbingers* and DVD designs, having dreadlocks on his head, albiet he appears to be more muscular than he previously was.

## Personality

Since no Gevaudan expansion was made, information on his personality is limited and open to speculation. He’s said to be highly aggressive, and in life he terrorised the French countryside.

## Key/Keystone Powers

### *The Harbingers*

 Red
 Green
 Purple
 Yellow
 Orange

#### *The Third Dimension*

 Red
 Green
 Purple
 Yellow
 Orange
Keys

**Keys** (also referred to as **Keystones**) are a central element of the *Atmosfear* series, and have been near-permanent fixture since the beginning. Players had to collect all 6 of either one or each color (depending on the game) before they could attempt to win the game.

## *Nightmare*

In the original game, players had to collect all 6 keys of their own character's color before they could head to the center of the board and attempt to face their fear. Each key from a shuffled pile granted the player different powers, including the ability to free themselves from the Black Hole. These Keys were noticeably much larger then they would be in the later games due to being made of card, allowing for descriptions relating to each power to be printed on their backs.

## *The Harbingers*

In this game, the keys became "Keystones" and each player had to collect one of each color before heading for home to face their fear. Like previously, the Keystones had powers that could give the players certain advantages when collected (or when they are gotten rid of in *The Soul Rangers*), such as dueling and flight. The Keystones were kept in Slabs facing towards players to hide their colors from opponents. They were much smaller than the original Keys, with descriptions of their powers being kept on a separate Keystone Index on the back of each character card.

## *The Gatekeeper*

Keys were reintroduced in this game, alongside the introduction of the Black Key. Unlike the previous games, these keys had no special powers, with only the Black Hole release power being available if a player had a key of their respective character's color; dueling and flight were available for everyone from the outset. When picked up, players put the Keys in their Key Racks, again facing towards them to hide the colors from opponents. The Keys were left out of *Atmosfear: Khufu the Mummy* in favor of the Scarabs.
Thrill Me

***Thrill Me*** is a song recorded for the early days of the *Atmosfear* franchise. Initially included as a song at the end of the tape for *Nightmare II* (and also incorporated as a leitmotif in that game's ambience), a music video was also made and included at the end of the tape for *Nightmare IV*

## Lyrics

Awwwww yeah!

That's right, that's right
I'm sad and blue
Cuz I can't do this thing with you
I'm lost, I'm lost in the black hole.
Come on now, woncha give it a go

Now picture this, it's late at night
And what you're doing don't seem right
(I like it!)
The moon is up high up in the sky
I can feel it comin' down

Something's got a hold on me
(Hold on me!)
Something there that I can't see
(Yeah!)
I'm living in the nightmare!
(Hey! Come on!)

Thrill me, baby, thrill me, if you can!
(It's just like my wildest)
(Hurt me!)
Thrill me, baby, thrill me, if you can!
(Like it? Awwww yeah!)
Break it down!

Now here's the score, it's up to you
There's only so much that I can do
You're gonna need some luck
If you wanna have a good time
Give you a heart attack
(Give you a heart attack!)

Something's got a hold on me
(Hold on me!)
Something there that I can't see
(Yeah!)
I'm living in the nightmare!
(Hey! Come on!)

Thrill me, baby, thrill me, if you can!
(It's just like my wildest)
(Hurt me!)
Thrill me, baby, thrill me, if you can!
(Like it? Awwww yeah!)
Come on, thrill me, baby!

Hit de hole!

Yo baron, I can dig it!
Roll the dice, don't be nice, don't you quit it
What's ya numbah?
What's ya name?
Get ready to start

I'm living in the nightmare!

Thrill me, baby, thrill me, if you can!
(It's just like my wildest)
Thrill me, baby!

That's right, that's right
I'm sad and blue
Cuz I can't do this thing with you
I'm lost, I'm lost in the black hole.
Come on now, woncha give it a go

I'm living in the nightmare!

Thrill me, baby, thrill me, if you can!
Come on, thrill me, baby!

(He's gonna getcha!
The uglies in the house, we gonna wreck ya!)

Thrill me, baby, thrill me, if you can!
Thrill me, baby!
(fadeout)
Time Cards

**Time Cards** are a set of cards that have been a near-permanent fixture of the *Atmosfear* series. Like Fate cards, these cards could either be picked up by landing on the corresponding space, or in some games, by the host telling the player to take one. Also, they had various effects like the Fate cards, but unlike the Fate cards, these could only be carried out at certain times as the time defined on each card related to the time on the screen; if the time had expired, the card could no longer be used. Time cards were left out of *The Harbingers* and its add-ons, but reinstated in the 2004 game, though they were left out again in *Atmosfear: Khufu the Mummy* to make way for the Treasure cards.
Slabs

**Slabs** are game components exclusive to *The Harbingers*. These are used to hold the player's Keystones, character cards and even Numb Skull playing pieces once a player has become the Harbinger of their choice.

When the game begins, a player's Slab is completely bare. If and when a player reaches the centre of a Harbinger's Province, they "become" that character and can collect their associated duel and character reference cards and start using their associated playing piece instead of the numbered "Numb Skull" playing piece they started the game with. That "Numb Skull" playing piece is then placed into a protruding groove on the player's Slab behind their character reference card and therefore cannot be used for the rest of the game. In the event a player ends up becoming a Soul Ranger, they simply take a Soul Ranger card instead. The character reference card is slotted into a thin slit in the middle of the Slab with the elaborate Harbinger/Soul Ranger artwork facing towards their opponents. The back side of the reference card (which should face towards the player who collected it so that opponents cannot see it), or Keystone Index, displays that Harbinger's/Soul Ranger's powers. Different powers can only be unlocked by a Keystone of that matching color.

When a colored Keystone is collected, the player gains the power relevant to the Harbinger they have become by slotting it into one of twelve rectangular grooves such that the Keystone's colour is facing towards its owner and thus, out of sight from opponents. This way, when an opponent is permitted to take a Keystone from that player, they cannot see which Keystone they are about to take from them. A player can collect multiple Keystones of any color as they please, but they need one of each color to have a chance of winning the game.

The same rules apply for *The Soul Rangers*, except with each player having all six different coloured Keystones already placed in their Slabs, and they must get rid of these in order to gain the relevant powers of their chosen Special Soul Ranger and must rid themselves of all of them to have a chance of winning. The Numb Skull token they used prior to becoming their chosen Special Soul Ranger can only be taken out of its groove when they get rid of the Keystone that is marked as "Grunt".
The Other Side

**"The Other Side"** is the setting of the *Atmosfear* series.

## Description

Little is known about the Other Side, other than that it mostly takes the form of the game board.

## Features

### *Nightmare*

This version of the Other Side is simply presented as a blank void in which the hosts stand.

The game board representing the Other Side takes the form of a graveyard. Various spaces featured included Fate, Time, and Chance spaces, as well as two Black Holes.

### *The Harbingers*

This incarnation of the Other Side was divided into six Provinces, each ruled by one of the Harbingers. Beneath each Province was a Sewer in which the Soul Rangers resided. In *The Soul Rangers*, the game was hosted within Dr. Mastiff's surgery in the sewers, from which he also ran a pirate radio station.

The game board consists of a Central Hub, with the Well of Fears sitting in the center. Each Province board piece could be arranged around it in any order and could be flipped to reveal that Province's Sewer. Special spaces on the board included Duel, Flight and Black Hole spaces; the Sewers also included "skull" spaces.

### *The Gatekeeper*

This version of the Other Side seems to lie deep in the Earth, beneath a cemetery. The Well of Fears, which stands inside a crypt, seems to act as an entrance to the Other Side. Each of the Harbingers also had their own "Terror-tory" which could be visited through certain minigames.

The game board in this version took aspects of the original and *Harbingers* incarnations in its design, being divided into six "realms", each featuring a Key, Fate, Time, Duel and Flight space, while two Black Hole spaces also featured on the board, along with a space for the Black Key. The Well of Fears stood in the center of the board once more.

### *Khufu the Mummy*

The Other Side is absent in this game, due to being set within Khufu's pyramid in Egypt, and is only mentioned within the character descriptions in the bonus features.

## Areas

### The Harbingers

Punkin (Anne's Province)Cathedral of Jive (Baron Samedi's Province)Castle Cathtice (Elizabeth Bathory's Province)Forest le Gevaudan (Gevaudan's Province)The Toy Box (Hellin's Province)Hollywood on the Nile (Khufu's Province)
### The Gatekeeper

The cemetery in the 2004 gameThe Well of FearsThe Gatekeeper's CavernAnne de Chantraine's Terror-toryBaron Samedi's Terror-toryElizabeth Bathory's Terror-toryGevaudan's Terror-toryHellin's Terror-toryKhufu's Terror-toryThe Tunnels 1 (48:00 - 36:29)The Tunnels 2 (36:29 - 24:35)Minigame: Mystery DoorsMinigame: Harbinger Face PickMinigame: Coin TossMinigame: Terror-tory ChoiceMinigame: Key ChoiceMinigame: Box ChoiceThe Tunnels 3 (24:35 - 12:02)The Tunnels 4 (12:02 - 05:00/05:01/06:00/07:33)The Void (05:00/05:01/06:00/07:33 - 00:00)
Treasure Cards

**Treasure Cards** are items used in *Atmosfear: Khufu the Mummy*. The game's form of currency, these cards could be collected by landing on "Treasure" spaces. Much like the Keys, these cards had to be kept face down to conceal them from opponents. They could be used in a variety of ways, namely for wagering with in betting games or the tables in the four Chambers. Certain tasks given by Khufu also utilised the cards in various ways. Some of these cards were protected by cobras, which played into some betting games in varied ways, but they primarily played into the "Steal" gimmick as stealing a Treasure with a cobra on it forces the thief to give it straight back to who they stole it from and give that player one of their own Treasures.
Nightmare Cards

The **Nightmare Cards**, aka **Fear Cards**, were introduced in the first edition of the original *Nightmare* released in 1991/92 and are used in it and any expansions that were made for it. These cards have the word "Nightmare" written on one side in old gothic lettering atop a blue wooden casket just like the front packaging of the game itself, with the other side being completely blank. The intention is for all players to write on this blank side their own greatest fear and place them in a shuffled stack in the middle of the game board on top of the NIGHTMARE square, styled to look just like the cards being stacked on top of it.

When a player reaches this square following collecting all of their Keys, they must pick the card at the top of the NIGHTMARE pack. If the card they draw does not have their own worst fear written on the card, they are declared the winner of the game and can stop the tape. But if the card does has their fear written on it, even if it's not in their own handwriting (for e.g. if two or more players both wrote the same worst fear as each-other without realising), they are eliminated from the game entirely and it will be up to the other players to try and win before the 60 minute timer on the video tape runs out. In *Nightmare IV*, a player will become a vampire instead if they draw their own fear from the cards.

The Nightmare Cards were removed from *The Harbingers* onward in favour of the Well of Fears, which functionally serves the same purpose as the Nightmare square, only with completely blank pieces of paper that are crumpled and placed in a small pot as opposed to being stacked in a pile.
Nightmare II/Rules

You will need a MASTER GAME SET to play ZOMBIE as it is a Sequel to the Video Board Game NIGHTMARE.

The rules of NIGHTMARE remain the same; simply replace the TIME and FATE cards with the two new sets provided and you are ready to press PLAY.

You will be using the same set of CHANCE cards, the same colored keys, coin, discs, dice, playing pieces and the graveyard game board.

NIGHTMARE is a faster game and you will have to listen carefully to what the Baron says for you CANNOT PAUSE or REWIND the video tape if you miss something.

When the Baron is speaking, everybody should be silent, as some of his tasks are deliberately confusing.

Here are a few tips.

When the Baron says THRILL ME, you must stand straight up and say 'YO BARON I CAN DIG IT' and remain standing until the Zombie disappears.

You might also be asked to repeat SHOWTIME, BIGTIME, PARTYTIME, or AND THEN SOME when you hear a particular sound. Remember the 'cue' sound!

The Baron is very, very fast and you cannot afford to hesitate, even for a second.

If you are in the BLACK HOLE, you cannot not play again until released, unless the Baron call for you specifically by name, age or number.

So TURN THE VOLUME UP AND THE LIGHTS DOWN and experience a new dimension in home entertainment. The Interactive Video Board Game NIGHTMARE. Just try and STOP him now.
Nightmare III/Rules

You will need a MASTER GAME SET to play WITCH as it is a Sequel to The Video Board Game NIGHTMARE.

The rules of NIGHTMARE remain the same; simply replace the TIME and FATE cards with the two new sets provided and you are ready to PLAY Anne de Chantraine -- WITCH NIGHTMARE III.

You will be using the same set of CHANCE cards, the same colored keys, coin, playing pieces, discs, and the graveyard game board.

The Witch is played with 2 dice and you must roll both dice, unless instructed otherwise, until you have collected all six keys, then you are free to use either on or both dice.

The only exception to this rule is if you draw number 1 from the bag. You are allowed to use one dice but ONLY when Anne demands you roll your number for a key, or to play again.
Anne also introduces some brand new elements into NIGHTMARE. If you can collect two parts of a spell for FATE you can really work some magic. You can also exchange FATE cards with other players if you have a WITCH'S TRADE -- but beware of the WITCH'S LIE. Read all your cards carefully, and always listen carefully to what Anne says.

Once again, while Anne is speaking, you are not permitted to move around the board and if you are banished to the BLACK HOLE you cannot play the game unless The Witch specifically calls fo you by name or number.

Anne de Chantraine was 17 years-old when convicted of witchcraft and burnt alive at the stake. She was, naturally, innocent, hence the player's response of "Mea Culpa Anne". Latin for "I am culpable".

We recommend you to have played NIGHTMARE before attempting The Witch as it is a faster and more difficult game.

If you have a HI-FI VCR or stereo system linked to your set, use it to enhance the overall Atmosfear. Play it LOUD and the lights LOW.
Peacock Feather

**Peacock Feathers** are the feathers of the peacock birds and have been used for magical purposes for many years now. They may only be taken from already deceased peacocks to be used for magical purposes.

## Description

The peacock has long, green feathers that form a train. These feathers are decorated with eyelike patterns in bright blue, green, yellow and brown and are supposed to give male peacocks an attractive appearance.

They are sometimes used for various potions, usually in potions concerning love, attraction, beauty and confidence.

## Effects and properties

* Casting or banishing the evil eye
* Promotes confidence and boldness
* Brings honesty, harmony and peace
* Dream manifestation
* Spiritual protection
* Expansion of wisdom
* Enhances psychic abilities
* Promotes rebirth and renewal
* Connects to past lives

## Etymology

The scientific name **Pavo cristatus pluma** is derived from Latin *pāvō* meaning 'peacock', *crista* meaning 'crest' and *plūma* meaning 'feather, plume'.

## Notes

* Peacock feathers are also often worn as bold fashion statements
Atmosfear: Express/Rules

***Note:** This has been translated from Spanish.*

## ATMOSFEAR: EXPRESS RULES OF PLAY

Atmosfear: Express is a special 15-minute bonus game. It’s an even faster race against the Gatekeeper, your opponents and against time itself. The objective of Atmosfear: Express is the same as in Atmosfear: The Gatekeeper, collect at least one key from each of the six realms and race towards the Well of Fears in the centre, where you must face your greatest fear. But be careful...now you only have 15 minutes!

## SETTING UP

Prepare the game by following the Atmosfear: The Gatekeeper instructions and then follow these two additional steps which are unique to Atmosfear: Express.

## TIME CARDS

Sort through the entire deck of time cards and remove all cards with times marked ‘13:00’ or higher (14:00, 15:00, etc). These cards cannot be used with Atmosfear: Express. Reshuffle the deck and deal three time cards face down to each player. NOTE: Due to the less predictable nature of this new game, the times marked on certain cards may not always appear on-screen. If the time marked on your card has expired without it appearing on-screen, return that card to the bottom of the deck, as it cannot be used.

## KEYS

Place the six groups of six coloured keys on the board in each realm of their corresponding colour. Place the Black Key on the black stone situated in the outer ring. Starting with the oldest player, everyone takes turns selecting one key from the board and placing it on their numbered key rack. This process repeats with turns proceeding clockwise until each player has three keys. Now insert the Atmosfear: Express DVD into your DVD player and once it has loaded, you are ready to play.

## HOW TO PLAY

The rules of Atmosfear: Express are identical to the 49 minute-long Atmosfear: The Gatekeeper. But now you have even less time, so you’ll have to play faster and sharpen your wits. There is one small rule change in regards to winning: once you have one key of each colour, proceed directly to the Well of Fears in the centre of the board. You don’t need to roll an exact number to land on the stone marking entry to the Well of Fears. This time however, you don’t have to wait for your next turn before facing your fear. Once you have landed on the entry stone, the Chosen One must immediately open the well, draw out a fear and read it aloud (if the Chosen One has reached the well, the player on their left must draw a fear out).

Now, turn up the volume, turn down the lights and gather your wits as you experience ATMOSFEAR!
Nightmare II

***Nightmare II: Zombie*** (or ***Atmosfear II***) is the second overall game in the *Atmosfear* franchise. The first of three expansions of the original *Nightmare*, it was hosted by Baron Samedi and released in 1992.

## Brief

He's coming back for more! More frightening fun! More atmosfear! He's the outrageous Zombie, Baron Samedi and he's going to thrill you with another hour of HI-FI shock treatment in this lightning fast Sequel Game.

This Sequel Game comes with new sets of TIME and FATE cards and a 60-minute interactive VHS video casette. Simply replace the TIME and FATE cards in your Master Game Set with these two new sets of cards and you're ready to press PLAY and take on The Baron.

NIGHTMARETM II. Scare tactics for 3 to 6 even gamer players aged 12 to adult.

So TURN THE VOLUME UP AND THE LIGHTS DOWN and experience another new dimension in home entertainment. The interactive Video Board Game NIGHTMARETM II. Have another one- TONIGHT!

### Contents

* *Nightmare II* VHS tape
* 48 *II* Fate Cards
* 96 *II* Time Cards
* Rules leaflet (US version, rules shown on back of tape sleeve in AUS version)

## Overview

Before the game begins, Baron Samedi will explain that whenever he tells the players "Thrill Me!", they must always reply by standing up straight and declaring "Yo, Baron, I can dig it!". He first has the player with the highest number do this, though if they don't do it properly, they'll have to "hit the hole" and the one with the lowest number can take their place. Either way, the Baron will have them roll the die just for the sake of it. The player on the far left rolls first to start the game.

Same rules as the base game apply, though the Baron will also assign the "Dirtbag" and subject them to various impedements. After a certain point, the Baron will throw in some sound cues for the players to declare with each one, in order, "Showtime!", "Big Time!", "Party Time!", followed by "And Then Some!"

## Differences between AUS and US/UK versions

The game tape has a few notable differences between the original English language AU and US/UK versions, particularly in regards to Baron Samedi's final transformation phase during the last ten minutes. In the AU version, the coloured lighting that surrounds the Baron is darker and much more consistent with what came before, his veins start to glow bright blue while his right eye is shown to have popped out of its socket, dangling by a very long strand of optic nerves and his attitude overall is slightly less confrontational and aggressive than the US/UK versions. For those versions of the game tape, the Baron is instead shown to grow more wrinkled with blackened eyeballs under much brighter lighting.

## See also

* Transcript (AUS version)
* Transcript (non-AUS version)
* Rules
* Card List