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Five Nights at Freddys Instructions

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0% found this document useful (0 votes)
304 views6 pages

Five Nights at Freddys Instructions

Uploaded by

ercan sipan
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
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Ages 13+

1-2 Players

INSTRUCTIONS
Welcome to Freddy Fazbear’s Pizza, a magical place for kids
and grown-ups alike! Where fantasy and fun come to life!

As a newly hired security guard, it is your duty to monitor the cameras and
keep the equipment in good, working order. Keep alert to movements in
the dark, be wary of using your limited power for the lights and doors,
and avoid being stuffed into an animatronic suit by Freddy and his friends.
Good luck surviving the night!

1
COMPONENTS

2 Power Dice

START
1 Double-sided Game Board
13 Clock Cards

© 2020 S.Cawthon WOe01 © 2020 S.Cawthon WOe01

96 Camera Monitor Cards 2 Reference Cards 2 Power Dials


48 purple player cards
48 orange player cards

OVERVIEW
In Five Nights at Freddy’s: Survive ‘Til 6AM, you
play as a security guard working the night Learn to play
shift at a Freddy Fazbear’s Pizza location. go.funko.com/FNAFGameHowToPlay
Choose to turn on the lights or close doors to
protect yourself—but watch out! Each reaction
subtracts your limited power. Keep Freddy and SOLO PLAY
all Animatronic characters out of your Office You can play solo! Use the
until you can clock off at 6:00 AM! 1-player side of the board
and the Player 1 (orange)
Camera Monitor cards. All the
HOW TO WIN rules are the same, and you
To win, survive until 6:00 AM without an win if you survive until 6:00
Animatronic moving into your Office. If a AM without an Animatronic
single Animatronic moves into your Office, moving into your Office.
you immediately lose the game and the other
player wins.
If both players survive until 6:00 AM without
an Animatronic moving into their Offices, the
player with the most power remaining wins!
2
SETUP
( 2-PLAYER GAME )

1 Place the board between the players 5 Shuffle your Animatronic cards into your
with the 2-player side up. Set the piles as follows:
Power dice nearby. • 1 Animatronic into the Pirate Cove pile
• 1 Animatronic into the Dining Area pile
2 Take the Camera Monitor cards,
• 2 Animatronics into the Show Stage pile
Power Dial, and Reference card that
match the color closest to you on the
board. Set your Power Dial to 100%. 6 Place the Clock cards in a pile counting
down from 12:00 AM to 5:30 AM on top of
the 6:00 AM spot on the board. Place the
3 Remove the four Animatronics ‘START’ card on top of the pile.
characters from your Camera
Monitor cards.

4 Shuffle your Camera Monitor cards


and make four face-down piles 2 3
at each location as follows:
• 12 cards at the Hallway
• 11 cards at Pirate Cove
4
• 11 cards at the Dining Area
• 10 cards at the Show Stage
WOe01 © 2020 S.Cawthon
WOe01
5 © 2020 S.Cawthon
WOe01
5 © 2020 S.Cawthon WOe01
5 © 2020 S.Cawthon

1
START

2 © 2020 S.Cawthon WOe01 © 2020 S.Cawthon

5
WOe01 © 2020 S.Cawthon

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WOe01 © 2020 S.Cawthon

5
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4
3
GAMEPLAY
Phase One: Monitor Cameras
ST
AR
1 ADVANCE TIME T

Discard the top card of the Clock cards pile.


The first round will be at 12:00 AM. 12:00 am

2 FLIP CARDS
Both players complete these steps simultaneously:
• Starting at the Hallway location and moving toward

© 2020 S.Cawthon

WOe01
the Show Stage, reveal the top card of the pile and

© 2020 S.Cawthon
WOe01
place it face-up below the pile.

© 2020 S.Cawthon

WOe01
• Continue until you have revealed cards at each location.

© 2020 S.Cawthon
WOe01
• If you ever reveal an Animatronic, continue revealing
© 2020 S.Cawthon

WOe01
cards from the pile at this location until you reveal a

© 2020 S.Cawthon
non-Animatronic card.
WOe01
© 2020 S.Cawthon

WOe01
• If a pile runs out of cards, you don’t have to flip
any more cards from that pile this round.

© 2020 S.Cawthon
WOe01

Phase Two: React


The player with the most power on their Power Dial will react first. If there is a tie,
the player who has a showing on their dial reacts first. In this phase you can
react to cards to protect yourself or choose to conserve power. Cards you don’t (or
can’t) react to will move cards closer to your Office in Phase Three.
1 CHOOSE CARDS
React to zero, one, or two face-up Animatronic or What Was That? cards.
NOTE: There can be multiple cards at a single location if you revealed
one or more Animatronics in Phase One. React to each face-up card individually.

2 ROLL POWER DIE


Roll Power dice equal to the number of cards you are reacting to
(Example: 1 card = 1 die, 2 cards = 2 dice). After rolling, subtract the total
amount of power you rolled by rotating your Power Dial.
If you ever have to subtract more power from your Power Dial than you have
power, you don’t subtract power this turn and react to NOTHING. Yikes!
4
3 CARD EFFECTS
Follow these effects when you react to these cards types:
ANIMATRONIC CHARACTERS You shut the door! Immediately
shuffle the Animatronic into the pile at their current location.
NOTE: if you don’t (or can’t) react to an Animatronic in the Hallway,
it will move into your Office in Phase Three and you will LOSE THE GAME!

WHAT WAS THAT? You turned on the lights! Discard this card
immediately into your Office without effect.

POWER DEPLETION You do not react to these cards. If you roll


Power dice this phase, each face-up Power Depletion card
subtracts an additional 5 Power. If you didn’t react to any cards
during this phase, ignore this effect.
EMPTY ROOM You do not react to these cards.
These cards have no effect.

Phase Three: Resolve


1 DISCARD CARDS Discard Power Depletion and Empty Rooms into your Office.
Resolve remaining face-up cards, using Phase Two’s turn order, one at a time
from the Hallway to the Show Stage and then discard them into your Office.
ANIMATRONIC CHARACTERS Shuffle the Animatronic into the
adjacent location pile closer to your Office. If the adjacent location
is your Office, you LOSE THE GAME!
WHAT WAS THAT? (SIDEWAYS ARROWS) Take the top card from
the pile at this location and move it towards your Office one or two
locations, depending on the number of arrows. Place the card on top
of the pile at that new location without looking at that card. If a card
reaches your Office, reveal that card immediately. If the revealed card
is an Animatronic, you LOSE THE GAME! Otherwise, discard it.
WHAT WAS THAT? (DOWN ARROWS) Reveal the top card from the
pile at this location and resolve it immediately following the effects
listed in Phase Three.
NOTE: At the end of this round, if any location has an empty pile, move the
remaining piles one location over so they are closer to your Office.

Start the next round at Phase One and repeat until you reach 6:00 AM or
another player loses the game!
5
EXAMPLE TURN
1:00 am

© 2020 S.Cawthon WOe01 © 2020 S.Cawthon WOe01 © 2020 S.Cawthon WOe01 © 2020 S.Cawthon WOe01

It’s 1:00 AM and Chris has revealed the cards shown above. Chris decides to react to Freddy and
the What Was That? card at the Show Stage. Chris rolls both Power dice, one for each card he is
reacting to. He rolls a 5 and a 10. Chris subtracts 20 power in total from his Power Dial because
of the Power Depletion card at the Hallway, which causes an additional 5 power depletion. He
discards the What Was That? card to his Office and shuffles Freddy back into the Show Stage pile.
1:00 am

© 2020 S.Cawthon WOe01 © 2020 S.Cawthon WOe01 © 2020 S.Cawthon WOe01 © 2020 S.Cawthon WOe01

Starting at the Hallway, Chris resolves the remaining cards. Chris discards the Power Depletion to
his Office. Next, at Pirate Cove, he reveals the top card of the pile — oh no it’s Chica! He resolves
the Animatronic immediately by shuffling it into the Hallway pile, then discards the What Was
That? card at Pirate Cove. Finally, Chris takes the top card of the Dining Area pile and places it on
top of the Hallway pile without looking at it. He then discards the resolved What Was That? card
at the Dining Area to his Office and is ready to start the next round!
WOe01

FUNKO, LLC. 2020 © 2020 Scott Cawthon. All rights reserved. /FunkoGames
2802 WETMORE AVE © 2020 Funko, LLC. All trademarks and registered @FunkoGames
EVERETT, WA 98201 trademarks are the property of Funko, LLC or are the
(425) 783-3616 property of their respective owners. All rights reserved. @FunkoGames
www.funko.com

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