
Check out the
7 To Midnight and Midnight Showdown Rulebook

CHANGE LOG
Note: The game is complete without the following changes. If you backed our PnP campaign for the games you already have everything you need to play! You can either ignore these changes or incorporate some, or all of them. The Revive mechanic and 2-player sub-phase mechanic are simple to implement without any printing.
We like the changes, of course, but we understand some may not want to print replacement Battle Maze cards, and that's okay. We invite you to try out some of the new changes, and would love to hear how you like them! We have provided a web rulebook. If you are a backer and would like a high res. print version, let us know.
We figured most would want the digital version. We'll send backers a link with the optional card downloads. The print version will include these changes. Again, they are optional for the PnP version.
9/14/26 (v2.0)
1. Backer Credits in the Rulebook have been updated.
2. We made some visual and clarity updates across the rulebook, and tightened the description of how the actions work in Midnight Showdown (there was too much repetition).
3. We squeezed in a new Revive mechanic.
4. Reformatted pages 17-18 to include an "End of Round Checklist" which was already on the Player Aid.
5. Dewey: We intentionally made him weaker for Midnight Showdown, as he is not a full member of the Midnight Guardians, but he is very popular, so we went ahead and beefed him up. In the canon story, he does get tougher, so we are moving that timeline up a bit. He is meant to be a bit of a wild card and we haven't changed that.
6. We also updated the 2-player Standard version to say you get 6 actions spread across 2 sub-phases, which makes the game move a little faster, while giving you the exact same number of actions total. This way, you don't have to wait as long for your turn. i.e. you will essentially take 2 rounds of Rescue Phases before moving to the Maze Phase. Calling them sub-phases is a little cleaner.
7. We renamed the Battle Maze cards and simplified them, splitting them up for the games they are used in as follows: Crossroads card (to replace Battle Maze cards for 7 To Midnight - we removed the flipping consequence and displayed only the Event consequence. No more flipping in the Maze Phase.) For Midnight Showdown, we changed the card name to Battle card (it only displays Zumoffa's actions.) Splitting these cards up makes the game easier to teach and is a little cleaner, so we figured you wouldn't mind!
What happens to Flipping? It doesn't go away, though the Maze card change does minimize it. Flipping comes back with some small tweaks to a few Event cards. We think you'll like this better. It makes going the wrong direction in the maze less troublesome, while keeping the most exciting part of the maze (how it interacts with the Event cards) intact — and also reminding you of it right on the cards.
FAQ
When we see a pattern of folks asking the same questions, we'll post the questions and answers below.


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