This past Halloween I played Don't Look Back, a game created by Black Site Studios that lets players be the teens in an 80s or 90s slasher movie. There are a lot more tropes to explore with their system - they have the Greys (aliens), vampires, industrial mutated monsters, ghosts, and so on but today we're letting Jason Voorhees from Crystal Lake take the stage with four flustered teens.
Before we get to our battle report of what actually happened in our game, let's start with what you need to play and why we like it. You can find our original review of V1
here.
What Is Don't Look Back?
Don't Look Back is a four player vs AI killer tabletop game. It's possible to play with five - with one person playing the killer - if you have an extra. It's also possible (and fun) to play totally solo. It is deeply entrenched in the 80s and 90s slasher movies we grew up on, with all the tropes you'd expect - the Final Girl, the Teens Who Aren't That Smart, The Timely Trip, and more. While I usually hit up Jason, Mike, or Leatherface, it is definitely possible to go weirder with things like aliens, or further back in time with Psycho or Christopher Lee Dracula.
The Killer's cards. Credit: Michael O "mugginns"
The game has its own background and setting - Northwood. Most of the MDF kits that Black Site Studio has released for Horror or Suburbia (the best in the business, in this writer's opinion) are included in the story, being specific places on the big map.
The game has it's own system set up to run the Killer, so you can have four people (or three playing four characters, two playing four, and so on) just running for their lives away from the Killer. They have an MO (how they're setup and who they go after), Traits, and Visage - the Traits and the Visage are basically special rules and how the Killer attacks. You can randomly generate these are use specific ones you want to create a Killer with.
The Character cards. Credit: Michael O "mugginns"
Each scenario (either generated from the book or randomly created) has a set number of game turns. In my experience you can get a good game in around an hour to an hour and a half. There are additional ways to spice up scenarios, either by making the game more difficult (there are three difficulty levels), or adding in Environment and Atmosphere details - like muddy ground or fog.
How Is It Played?
Each turn consists of the Fright Phase, Killer Phase, and Character Phase. During the Fright Phase, Fright tokens move around the board and might spawn the Killer or cause other isues for the characters. Fright tokens are abstractions of what happens in a horror movie - whispers in the dark, a crow suddenly cawing and flying away, or a door suddenly closing. This inflicts terror on the characters - one of the two pools of damage they can take (the other being Wounds).
How Characters take actions. Credit: Black Site Studio
As you might expect, during the Killer Phase the Killer moves around the board (as long as they've already popped up). If they contact a Character - and they will - they attack, using their profiles. If they manage to kill a character - and they will - they will disappear off the board to savor the moment and come back later.
During the Character phase, the characters move around the board and collect information or equipment they need to escape. They can also attack the Killer and drive it off, if they do enough damage to it. The Killer will come back (of course), but they do get a brief respite. Characters will also do actions to manage their terror and wounds, call for backup (support characters - the people you see in movies who just pop up to try to help but become a target for the killer immediately) and other things they need to do to survive.
What Do You Need to Play DLB?
The best way to get started, as usual, is to grab the
starter pack. It's not completely necessary - you could print off the tokens or use your own, and you could use your own heroes and villains if you have the models for them. BSS also provides 3D printable STLs of killers and some survivors that you could use. You could create your own character cards with skills and abilities using the rulebook as well. In that case you'd really only need a copy of the rulebook, some D10s and D20s, and a play area (3x3) with terrain. While BSS does sell a digital rulebook, I'd heartily recommend the physical one as it's hardcover and gorgeous.
Various measuring tools. Credit: Michael O "mugginns"
How is DLB 2.0 Different from the First Release?
I'm not going to do an entire side-by-side, but the main thing for 2.0 (to me) was how they took everything that had been in different expansions and releases and put it all in one book. DLB 1 was a very light ruleset, with a 20-something page rulebook. The entire rulebook clocks in at around 270 pages now, but the main rules are about 60-70 of those pages. This includes Setting Up, Universal Rules, Core Rules, and Creating a Plot. After that there's a ton of bonus content that includes things like vehicles, new killers, creating characters, trilogies (campaigns), etc. It's a massive book that is top-quality when it comes to production value.
Don't Look Back rulebook - it glows in the dark! Credit: Michael O "mugginns"
Once you buy the rules, you'll be able to start the game. If you buy any of the VHS-themed expansions (usually with a killer or two and maybe a character) you get extra killer rules and sometimes new plots (scenarios). There is also a separate expansion called 1698 that allows you to play in the titular year with weird old ghosts and includes new rules. You could actually just play 1698 and not do modern stuff at all, if you wanted.
Actual Play: The Teens Escape from Camp Northwood
For today's article I wanted to do an actual play - a battle report where I talked through each turn that we played and how the game went. I tried to include details on everything that happened each turn, including the Fright Phase, the Killer Phase, and the Character Phase. In our game, we had Max, Denise, Holden, and Seth trying to find the keys to the car so they could escape Camp Northwood. We played Plot III, from page 113. The characters had to search the remains of campers that Jason had eviscerated.
Turn One
The first turn had the Fright tokens doing nothing - it's very possible they won't do anything for the first few turns. The killer did not pop out, so the characters started running toward the two cabins that held some points of interest for them to search (the dead bodies of Camp Northwood campers).
An overview of the table. Credit: Michael O "mugginns"
Turn One
The Fright Phase was uneventful - we rolled low enough on the chart that they did not activate. All of the characters moved up toward the cabins in the top right of the picture above, but didn't have enough movement to get in. There are points of interest in there (dead campers) who might have the keys to the camp van.
Fright Phase quick reference. Credit: Black Site Studio
Turn Two
One Fright token removed itself - it flipped Light tokens nearby, but there were none. The other moved toward the characters. This represents something like odd noises or wolf howls getting closer to the characters. The Killer did not enter the board during the Fright Phase (this is possible on a roll of 8-10 on a D10 when you check each Fright token).
The results of the second turn. Credit: Michael O "mugginns"
Holden moved up toward the cabins and actually broke through the door - all doors are locked at the beginning of the game - and generated a Jump Scare, gaining terror. Max also moved and broke down a door, generating another Jump Scare and rolling a one. Jason jumped out from beneath the stairs and attacked Max!
The Jump Scare table. Credit: Black Site Studio
Seth used his Flashlight ability to put a Light token on Jason - a big 50mm or so template that represents a light source in an overall dark scene. Seth was hoping that the light would help his friends frighten off Jason (characters get +2 to hit on Killers in the light). Seth used a battery to do this; he had one left now.
Jason takes a swing at Max. Credit: Michael O "mugginns"
Because Jason showed up during the Character phase, he used his Attack 1 on his card and did some damage to Max, as you'd expect. It wasn't hard for him to hit - he just had to roll under a 14 because Max had terror (12 combat value +2 terror).
Jason is illuminated by Seth's flashlight. Credit: Michael O "mugginns"
Denise attempted to call a friend for help, but didn't make the roll. All she had to do was roll over a 7+ on a D20 and she failed badly, rolling a 4. Her cellphone had no signal in the camp area, naturally. If she did make the roll, she could set up a support character nearby who would then automatically become the main target of Jason. It also used a Battery token - she had one left now.
The Killer Phase reference. It looks hardcore but it's really simple to figure out once you get going. Credit: Black Site Studio
Turn Three
The Fright tokens did not activate at the top of Turn 3. The Killer Phase started and Jason was on the board. Since he was in contact with Max, he attacked Max with both of his attacks, but missed! The Character Phase then started with Seth, who Encouraged Holden (a quick action that gives the other character a +3 to their next skill roll). Seth is really not a combat character so giving out a +3 to a character who is definitely helps.
The board is a 3'x3' table with four lettered quarters. Credit: Black Site Studio
Holden then shot at Jason with his shotgun, actually hitting (+3 from encourage, +2 from Jason being in the light, -5 from shooting at a Killer engaged with a Character). This did two damage to Jason (the shotgun does D5 damage). After seeing Jason's visage in the light, he took one terror. Max did the same - took a point of terror from seeing Jason - then wound up and swung away with his bat, doing three wounds to Jason and pushing him back 2". Max then did a free action using one Luck (out of two) to heal 3 since he was in the light, and ran into the cabin to try to get away from Jason.
Turn Four
The Fright tokens did activate this time - but since the Killer was already on the board, the number rolled did nothing but remove a Fright token. Two new Fright tokens then appeared in the center of board quarters B and C.
Holden blasts Jason at close range. Credit: Michael O "mugginns"
Jason activated in the Killer Phase - his MO said that he'd move toward the character with the most Terror. Since Max was out of his line of sight, he strode quickly toward Holden. He hit with his ranged weapon (throwing a stake or a fishing harpoon, I imagine) but failed to strangle Holden. Holden took three damage and one terror - Jason doesn't mess around. Holden activated, blasting Jason with his shotgun, doing 4 damage, taking all of Jason's wounds. In DLB a killer is not officially killed - they're just driven off, exactly like in the movies. Jason fell over, seemingly dead. His body was replaced with a Fright token. Any time a character activates within 4" of a Fright token they gain terror - so the Characters will definitely not want to stick around.
The teens search through the cabins while Holden fights off Jason. Credit: Michael O "mugginns"
Max frantically searched the cabin for keys on the bodies of the dead campers but found nothing. Denise searched the bodies as well and rolled a 20 (she needed to roll a 19 or 20) - she found the keys!
Turn Five
The Fright tokens activated automatically, and the players rolled 'It's Here' for one Fright token. Jason popped up on the Fright token, then moved through the trees toward the players. He's Mundane, so he has to slow down his movement in the trees like a Character. He didn't make it close to our Characters this turn, and missed his firearm attack.
Jason crunches through the woods. Credit: Michael O "mugginns"
Denise tried again to call for backup - her phone just had no service. Grabbing a Supporting Character would have been really great for the Characters right now to give Jason a different target. Max ran out the front door of the cabin into the light, while Holden tried to get away but prompted a Jump Scare that brought all of the Fright tokens toward him.
Jason can't see Holden through the tree area terrain, so he goes after the other teens. Credit: Michael O "mugginns"
Turn Six
In the Fright Phase, the Fright token moved toward Holden and the other disappeared, Enraging Jason, adding +3 to his Critical Hit number. Jason ran toward Holden, since Holden had the most terror, adding +7 to his movement because that's how much Terror Holden had. He could not see Holden through the trees so he shot at Seth and missed.
The other teens attempt to escape while Jason chases Holden. Credit: Michael O "mugginns"
Seth shined his flashlight on Holden then moved toward Max. Denise ran toward Max. Holden took a breath, removing 2 wounds and 2 terror because he was in the Light, then hopped the fence and moved toward the stack of canoes.
Jason catches up to Holden. Credit: Michael O "mugginns"
Turn Seven
Two new Fright tokens were added in the Fright Phase since there were none on the board. Jason sprinted after Holden and caught up with him (mostly because Holden still had a ton of terror on him). He attacked with both attacks and put 5 wounds and 2 terror on Holden.
The teens approach the camp van. Credit: Michael O "mugginns"
Totally disregarding Holden, Max sprinted toward the camp van. When you use two movement actions you have to roll a Trip test, and he passed. He used his skill Baby Blues to call Denise to him - clearly she couldn't resist being near the quarterback of the football team, and used a move action to run toward him. When she activated she kept running toward the car. Seth's movement is only 3" - so he's slower, but tried to keep up. Holden stumbled away from Jason (an action to do so), didn't trip, but didn't get far.
Turn Eight
The Fright token moved toward Holden, which isn't great for him, obviously, since he's so close to death. Jason activated and totally gutted Holden, leaving his dead body on the ground and disappearing back into the woods. This is a rule mechanic where the Killer will literally leave off the table to Savor the Moment, then show up the next turn. The scenario can still be won by the characters, as they only need three people to escape, but it's close.
Seth moved toward the car, where Denise and Max were waiting for him. He triggered a Jump Scare that gave him two terror.
Turn Nine
Jason popped back up after Savoring the Moment, rolling a monster move to make contact with Seth. Jason crit (!) Seth and maxed his Terror out - if Seth started the next turn with his Terror fully maxed out, he'd succumb to Jason and we'd lose.
Seth charges Jason. Credit: Michael O "mugginns"
Seth did manage to stumble away, moving 2" away from Jason and passing his Trip test. He used his other action to Take a Breath, removing one Terror and one Wound. Denise shot at Jason with a revolver she had found with a search earlier, missing with the first shot but using a Luck reroll to actually hit, doing 3 damage. Max double moved toward Jason to make contact with him to try to save Seth. If Jason is in contact with another Character, he won't move to engage someone.
Jason falls, but not before Seth stumbles away and trips. Credit: Michael O "mugginns"
Turn Ten
The Fright token moved toward Max. Jason missed with his Firearm attack but hit with Strangle, meaning Max would only have one action during the Character Phase. Seth hit with his Uzi that he had found earlier in the game with a Search action, then Denise absolutely clutched a Revolver shot through Jason's hockey mask to put him down (again).
The Characters were almost there! They had the keys, they were near the Van, but Max was laying on the ground in the road in front of it while Seth and Denise popped shots at Jason.
Turn Eleven
The Fright token moved toward Max again - they weren't really the main threat, of course. Jason reappeared behind the trees and targeted Seth with his firearm, hitting him. Seth had to use his Luck to make Jason reroll and Jason rolled a 20, missing!
Denise patches up Seth while she calls Ranger Sandy. Credit: Michael O "mugginns"
Seth ran toward the car. Denise searched around the car (there are rules for where you can search - we thought that the area around the car probably would have some loose items and detritus she could look through) and found a Battery. She popped that in her Cellphone and called the Park Ranger, Sandy, who showed up nearby after searching the entire campground for the kids. She also patched up Seth a bit. Max ran toward the car after standing up.
Ranger Sandy shows up at just the right time (wrong time for her). Credit: Michael O "mugginns"
Turn Twelve
Things are looking grim - the game ends at turn fourteen. Jason again reappeared behind some trees, but ran toward Ranger Sandy - the Supporting Character - and gutted her in one swing. The characters all grouped together at the car, started it, and sped off (for now) leaving Holden and a campground full of dead campers behind.
The Overall Experience
We had a great time. It was hard - Jason is a very dogged killer, not wanting to give up and chasing after the guy who usually is the worst off. It's hard to shake him - there are other actions we could try next time. Not getting a Supporting Character on Denise's first two calls was really rough, as well as getting Jason right off the bat popping up from a Jump Scare. We did get lucky getting the keys fast, but it would have been nice to have a few more turns to move around and search. Poor Holden.
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