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Dread has won the 2006 ENnies Innovation Award -- that means the judges think we're the most innovative game of the year, that they've seen. And we're still quite proud of having made the cut to be nominated in the categories of Best Rules and Best Game, and receiving Honourable Mention for Best Product. Click on the image at right to find out more, and to see who else was nominated, and who won.

Wondering why we won? Check out the free sample linked below, which contains the complete rules chapter and more; the free Quickstart Rules; and the free scenarios on the Get Free Stuff page. In fact, if you download the free samples and one of the free scenarios, you've got everything you need to play the game yourself, and see how awesome it is!

Or, if you prefer to let others do the research for you, check out this review of Dread.


Diceless, numberless horror

Dread is a game of horror and suspense. Those who play it participate in a mutual telling of an original macabre tale. The goal of the game is to sustain the delicate atmosphere that is necessary to produce the hand quivering emotion that lends Dread its name. The thrill lies within the tension between desire and loss. You will take on the role of someone trapped in a story that is only as compelling as it is hostile--someone who will find themselves making the sorts of decisions we hope never to face in real life.

Dread uses a unique questionnaire method of character creation. The character questionnaire provides the skeleton of a character, suitable for the story or campaign, while the player gets to add the flesh when they answer the questions, thus creating the character they want to play. In this way, characters are guaranteed to fit into the story, and yet players are invested in the characters, lending weight to the decisions they make.

In play, dice, cards, or other more-traditional randomizers are replaced by a tower of blocks, such as the Jenga® game. When a character attempts a task beyond their capabilities, the tower determines their success--they can succeed by pulling a block, or choose to fail by not pulling. But if the tower falls, their character is removed from the game, never to return. Their fate might be death, insanity, cowardice, imprisonment, possession, or something else, as the story dictates. Players prone to martyrdom can mollify this somewhat by deliberately knocking over the tower, resulting in a heroic or dramatic success, despite their character exiting the game.

Check out the Dread Quick Reference, in either tabloid or letter format.

Also, we have a 24-page excerpt of the book online.

Once you've whetted your appetite, you can buy the book, which explores the rules in greater depth, and includes extensive advice for the player and host, including how to create character questionnaires and how best to answer them, how to design stories, and how to tailor your game for various subgenres of horror. It also includes three complete, ready-to-run stories to get you into the game right away.

Follow the link at left to buy Dread, or any of our other commercial products.

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