How the show is played
Ten Directors compete to build ten completely different horror movies through a live 16-selection draft. Your goal is to build one original horror movie by completing all 16 storytelling Tiers. Your selections determine the characters, Killer, Main Role, Opening Victim, Sidekick function, Genre, Location, Weapon, Event, Ending, Era, Budget, and the other elements that ultimately define your film. You are not writing a screenplay during the draft: you are making creative and strategic choices that become the foundation of one.
Every choice matters because all 16 selections must eventually work together as a single movie. Some Tiers give you additional creative decisions beyond the initial selection. Others introduce risk because another Director can remove something you wanted before your next turn. Budget creates another kind of risk: you can see the financing still available, but you cannot choose how much the Financiers give you. You will not control everything, and that uncertainty is part of the game.
Your Director Name and Studio Name are two different identities. Your Director Name is established when you sign up for HFFD and identifies you as the Director playing the game. Your Studio Name is the fictional movie studio you create for the draft, and it represents you on the live draft board. It does not replace your Director Name. If your completed movie receives a Feature Presentation, both become part of the movie’s official attribution on the Theatrical Poster.
On your turn, you have 60 seconds to make one selection. You may draft from any Tier you have not already completed: the Tier numbers do not decide the order. You might draft Location first because there is one you do not want to lose, take Main Role early because that character gives you an idea, take Sidekick early because a particular narrative function matters to you, approach the Financiers early while every Budget is still available, or wait on Weapon because several choices still work for you.

A selection takes two taps: one to choose it, one to confirm. Once confirmed, it becomes part of your movie and is locked. You cannot exchange it later because another option works better with what came after. When an option is exclusive and another Director takes it first, it is gone: adjust your strategy and choose from what remains.
Some Tiers ask one more thing of you. Main Role comes with a Character Profile: once you have drafted the archetype, you decide who that person actually is. It is part of your Main Role selection, it does not consume another pick, and the turn clock does not run on it. Budget works differently from an ordinary creative Tier: you select when to approach the Financiers, they decide how much money your movie receives from the amounts still available, and the result is revealed immediately.
The draft continues until every Director has filled all 16 positions. The challenge is not collecting 16 choices you like. The challenge is building a movie while the board changes around you.
Every Director sees the complete live board for all ten Studios: which Tiers the others are drafting, which choices they have made, how their movies take shape. Another Director may take the option you were planning to draft. Several Directors avoiding a Tier may mean you can safely wait. A group of choices disappearing fast may mean you need to act now. You may watch the Budget pool shrink and decide the remaining financing risk has changed enough to make your move.
Some selections hold more than the board shows. A completed Main Role includes its Character Profile. A completed Sidekick identifies the narrative function you drafted: the actual Sidekick character is developed later, only if the movie receives a Feature Presentation. You can watch everyone, study what remains, anticipate what another Director may need. But you control only your own Studio and your own selections.
Most Tiers show you the available options and let you take exactly what you want. SIDEKICK and BUDGET each introduce a different kind of decision.
Sidekick
When you draft SIDEKICK, you are not choosing a finished character. You are choosing the narrative function your Sidekick will serve in the movie. Once another Director selects a function, it is no longer available to anyone else in that draft: there are 12 functions for 10 Directors, so two remain unused. You do not choose the Sidekick’s age, sex, identity, occupation, appearance or exact relationship to your Main Role. If your movie receives a Feature Presentation, HFFD uses your complete draft to create the actual Sidekick, with a believable connection to your Main Role, at home in your Era, and fulfilling the function you drafted. You choose the function. The completed movie determines the person.
The choices
Each Tier controls a different part of the film. You must complete all 16, in whatever order you choose. There is no single correct order: a choice in one Tier makes another more important, a selection you wanted may vanish before your next turn, and an unexpected combination may hand you a better movie than the one you started with.
Killer
Choose the Killer that becomes the primary threat of your movie. You are choosing its core identity, not its final appearance: your other selections will shape how it ultimately fits your film. With a Director’s Choice Joker, you will file a Killer Description Report during Final Director Input, once you know your complete movie.
Main Role
Choose the Main Role, the central character whose story you are building: the person the audience follows, whose decisions and survival drive the movie. The list is drawn fresh from a library that keeps growing over time. The archetype is only half of it. Once you have drafted it, you complete the Character Profile: age, sex, race or ethnicity, hair, eyes, build, personality trait, and one more detail if you want one. Archetype plus profile is your authoritative central character. If your movie receives a Feature Presentation, the generated Sidekick must have a believable connection to this completed character.
Opening Victim
Choose the Opening Victim, the character whose fate introduces the audience to the danger. Opening Victim does not automatically mean death: unless your choice sets a condition, they may die, survive, disappear, or be found after an attack. You are choosing a relationship, an identity, a discovery or a survival condition, and every one of the twelve choices is on the board when the draft begins. After the reveals you may add detail to the one you drafted. You can develop it, never replace it.
Two of your selections open a document. Read both now, while nothing is at stake, so that none of it is new to you with a clock running.
Open it full sizeMain Role Character Profile
Your Main Role is the central character in your movie. Complete this profile by selecting one choice in each category and entering the character’s Age. Additional Character Detail is optional. Once submitted, these choices become part of your Main Role and cannot be changed.
Open it full sizeDirector’s Choice Wild Joker
If you purchased the Director’s Choice Wild Joker, you will complete the Killer Description Report after your movie is drafted. Use the report to define the visual appearance and physical presence of the Killer you selected. Your description cannot change your drafted Killer. Once submitted, your description becomes part of the official Killer used in your completed movie and Feature Presentation.
Once all Directors have completed their 16 selections, the drafting portion is over and nothing can be changed. The final sequence then runs in order.
The draft ends
Every selection is locked. No Director returns to the board. Every Budget is already known: it was revealed the moment its Director selected it.
Final Director Input
One shared countdown of 3 minutes. Every Director may add detail to the Opening Victim they drafted, and Director’s Choice holders describe their Killer. Both fields are optional.
The Killers take shape
Each drafted Killer is revealed as a full incarnation, built from the whole movie, and from your description when you wrote one.
The Feature Presentation winner is drawn
Only after every input is locked does the spotlight land on one of the Directors, at random. Until this moment, nobody knows whose movie will be selected.
Film Title holders name their movie
A window of 2 minutes for the Directors whose movie is being made and who hold a Film Title Joker. The title you submit goes to the writing itself, before a single word exists, so the synopsis is written for it rather than renamed afterwards. Nothing to do here if you do not hold the card, or if your movie is not one of the ones being made.
Every Director may develop the Opening Victim they already drafted. That selection is permanent, and this is not a chance to swap it. If you drafted Father, you might make him an estranged father who has not spoken to your Main Role in fifteen years. If you drafted Best Friend, you might establish the falling out. If you drafted Stranger with a Secret Connection, you may define the hidden connection. You are adding character and history, not writing the opening scene: your Killer, Weapon and every other choice stay exactly as drafted.
This field is optional. If your drafted selection already says everything you want it to say, leave it empty: your Opening Victim stays exactly what you drafted, and the completed movie develops only what you left open.
Submit as soon as you are satisfied; you do not have to use the whole countdown. When time expires, the inputs close. An empty Opening Victim field changes nothing. A missing Killer description is simply lost for that draft, and your card returns to your hand.
Whether or not your movie wins the draw, your completed draft remains your movie. Your selections and Final Director Input stay attached to it, and an eligible completed movie can later receive its own Feature Presentation through a Feature Presentation Joker. Until then, its Sidekick stays the function you drafted: the character is only created when the movie is made.
Optional purchased advantages that give a Director extra control or access outside the normal 16-Tier draft. They never replace a Tier selection, and never occupy one of your 16 positions.

Front of the Line
Guarantees you one of the ten Director spots in the next available draft. It secures your place, not your position: once the room is full, the draft order is drawn through the same random process as everyone else.

Director’s Choice
Activated before the draft begins. You still draft your Killer normally; after the reveals, the Final Director Input window gives you the Killer Description field. Skip it or run out of time, and the opportunity is lost for that draft, but the card returns to your hand: it is only spent when a description locks.

Film Title
Lets you name your own completed horror movie instead of leaving the title to HFFD. Buying it does not switch it on: it wakes only if your movie is drawn for the Feature Presentation, or if you give your movie one with a Feature Presentation Joker. When it wakes, a window opens before the movie is written, your title goes to the generator rather than being pasted on afterwards, and the card is spent the moment you submit. A window that closes with nothing written returns the card to your hand.

Great Artists Steal
This is a real generation, not a mockup: the same roster, the same functions that run on the night. It shows what the sixteen tiers become once the draft is over.
The Idol of Death
Grindstone Pictures
When her brother is impaled on a carnival gate the night an abandoned amusement park reopens for Halloween, the cheerleader captain must confront the fire-eyed idol of blackened wood and silver spikes a séance wakes. A raving street preacher's warnings go unheeded, a tarot reader uncovers the ritual's true price, and a parish priest guards the idol's secret. Wielding a fire axe, she fights to survive—until her twin sister pays the idol's blood debt herself.
1384 words, written from the sixteen drafted tiers
Halloween night, 1978, somewhere off a coastal highway in California, where a shuttered amusement park called Marrow Cove has stood dark for eleven years.
The gates open again for one night only, strung with orange bulbs and a banner that reads REOPENING, and a stream of teenagers in costume pours through them like the park has been waiting.
Danny Chao goes first, laughing, daring his twin sisters to catch him on the old carousel path. He climbs the wrought-iron entrance arch for a photo, one hand hooked over a spike shaped like a screaming face, and the arch answers him. The gate's center spire drives up through his side before anyone understands what has happened, and he hangs there against the neon, mouth open, no sound coming out. Vivian Chao reaches him first. She is the one who holds his hand while the light in his eyes goes out, the one the crowd remembers screaming his name into a night that swallows it whole.
Every finished film lands in the Horror Film Archive with its poster and its synopsis, and the audience scores it on five categories: originality, main role, killer, story and poster. The average of every submitted Voting Card is the film's official score, and that score sets its place in the rankings.
16 Tiers. 10 Directors. 10 completely different horror movies.
Budget
When you draft BUDGET, you are not choosing how much money your movie receives. You are choosing when to approach the Financiers. Every amount still available is visible, and none of them can be clicked: you select BUDGET, and the Financiers randomly award one of the amounts still available. The result is revealed immediately, permanently attached to your movie, and removed from the pool for everyone else. You cannot reject it, reroll it, trade it or choose another amount. Selecting early keeps the largest and the smallest amounts in play; waiting lets you spend earlier turns elsewhere while the pool keeps shrinking. There is no guaranteed correct time. You decide when. The Financiers decide how much.
The choices
Sidekick
Choose the narrative function your Sidekick will serve in the story. You are not choosing a completed character. Once another Director selects a function, it is gone for everyone else in that draft. If your movie receives a Feature Presentation, HFFD uses your complete locked draft to create the actual Sidekick: age, sex, identity and connection to your Main Role, credible in your Era and in the movie your other selections created. Opening Victim connects your Main Role to the danger. Sidekick helps drive your Main Role through the story.
Harbinger
Choose the Harbinger, who senses something is wrong before everyone else. They may witness something unusual, recognize a pattern, or warn the Main Role. They do not need to understand everything, or even be believed: their warning may only matter once the danger shows itself.
Exposition Character
Choose the Exposition Character, whose knowledge or profession can explain what the Main Role does not yet understand. A Coroner, a Professor, a Tarot Reader. Their information can change what the Main Role knows, and what they decide to do next.
Catalyst
Choose the Catalyst, the event that disrupts the normal world of your movie and sets the story in motion. You are choosing the manner of it, not who is responsible: it does not automatically mean your Killer caused it. It may be connected to what happens to your Opening Victim without being the same event. It is the first thing the movie cannot ignore.
Authority Figure
Choose the Authority Figure, whose position gives them real power over people or circumstances: a Police Chief, a Judge, a Warden. They may help, interfere, dismiss or protect. They are not automatically good or bad; they matter because other characters cannot simply ignore them.
Genre
Choose the Genre that decides what kind of horror movie you are building. The same Killer, Location and Weapon make a completely different film depending on the Genre wrapped around them. Your selections stay what they are: Genre decides what kind of story they must become.
Location
Choose the Location, the primary setting. It creates the physical world your characters move through: what they can reach, where they can escape, what can trap them. A strong Location is not a backdrop; it becomes part of how the story works.
Weapon
Choose the Weapon, the object that becomes an important instrument of violence. Choosing it does not decide who owns it, when it appears, or exactly how it is used. An unusual combination may force your movie to become more inventive.
Event
Choose the Event, a major circumstance running through your movie: a Blackout, a Snow Storm, a Bachelor Party. It can gather people, create chaos, limit options, or make a dangerous situation worse. It is not background; your characters have to survive inside it.
Ending
Choose the Ending your movie must ultimately reach. The same ten endings are in play every draft. It decides what must be true when the story ends, not how the movie gets there. Once selected, the story must honor that Ending while finding its way to it.
Holiday / Cultural Event
Choose the Holiday or Cultural Event taking place during your movie. Think beyond decorations: it shapes why people are together, where they travel, what surrounds them, and what opportunities your Killer gets.
Era
Choose the Era your movie belongs to. The same ten are in play every draft, from the Silent Era of the 1920s to the Future, and each one can only be taken by one Director: once an Era is drafted it is gone from the board for everyone else. You are not choosing a filter laid over a modern film. The movie is made as if it genuinely came from that time, which decides technology, communication, transportation and how your characters behave in their world. Present Day means the year this draft was created, and Future means later than that year. Once it is drafted it is final, and every later selection has to work inside it. If your movie receives a Feature Presentation, your generated Sidekick must also make sense inside this Era.
Budget
BUDGET is controlled by the Financiers. You decide when to approach them: you are choosing the Tier, not a dollar amount. The amounts still available are visible to everyone. When you select BUDGET, the Financiers randomly award one of them: it is revealed immediately, permanently attached to your movie, and gone from the pool. You cannot reject it, reroll it, trade it or select another amount. A smaller Budget asks for ingenuity and careful staging; a larger one allows professional crews, effects and polish. Budget changes how the movie can be produced. It does not change what you drafted. You choose when. The Financiers choose how much.
The twelve choices do not all work the same way. Six are family, two are social, two set an identity or a mystery, and two set a condition the movie has to honor. Whichever you draft, the relationship or condition itself is permanent: the completed movie decides everything around it.
Opening Victim does not mean Opening Death. Unless the option you drafted sets a condition, that character may die, survive, disappear, or be discovered after an attack, whichever fits the movie you built.
The Sidekick becomes a character
For every movie being made, HFFD turns the drafted Sidekick function into one person, from the complete locked movie: age, sex, identity and connection to the Main Role. The Detailed Synopsis and the Theatrical Poster use that same Sidekick.
The movie is created
The winning Director’s completed movie becomes a Detailed Synopsis and a Theatrical Poster, built from all of it: the 16 drafted Tiers, the Main Role Character Profile, the Budget the Financiers awarded, the Sidekick created from your drafted function, the Opening Victim and anything you added to it, your Killer description when there is one, and the title you submitted. Every locked selection stays true. The movie is developed, never redrafted.
Lets you draft an Era another Director already took. Play it on the board of a draft you sit in, then, on your turn, open the Era tier and pick a taken Era marked Steal this Era. Both studios keep that Era, and an Era can only be stolen once per draft, so do not wait too long. The card is spent the moment the pick locks, and not before: an unused card stays in your hand for a future draft. It does nothing once your own Era is drafted, and at most four can be played in one draft.

Feature Presentation
Gives one completed movie of your choice its own Synopsis and Poster, before, during, or long after a draft, straight from your archive. It does not improve your odds in the random draw, and if your movie wins the draw first, the card stays available for another movie.
Colored check marks beside a Studio name show which Joker benefits are active: red for Front of the Line, purple for Director’s Choice, gold for Film Title, cream for Great Artists Steal, blue for Feature Presentation. A Studio can carry more than one.
Three weeks later, the park reopens anyway, and Vivian goes back.
She is nineteen, captain of the Ridgemont High squad, the girl who calls formations and finishes routines with her jaw set even when her ankle is taped. Grief has not softened that; if anything it has put a blade's edge on it. Her twin sister Diana Chao watches her sharpen herself over the weeks that follow — cutting classes, cutting off friends, keeping only the question of what killed Danny and why the park wanted him. Diana, quieter, the twin who used to let Vivian go first into everything, decides this time she will not let her go alone.
A street preacher named Elias Vane has been working the boardwalk outside Marrow Cove since before the gates reopened, a cardboard sign lashed to his chest reading THE IDOL WAKES, HELL FOLLOWS. Security drags him off twice a week. He grabs Vivian's wrist the night she comes back and tells her the park was built over ground that should have stayed empty, that something was raised up under the old fun house in 1954 and fed until the money ran out, that the fire behind its eyes is not a decoration. Nobody films his outbursts for laughs anymore after Danny. Vivian pulls free of him anyway, because grief wants an answer with hands, not a shouting man on a corner.
The answer she takes instead comes from a tarot reader named Corazón Reyes, who runs a striped tent at the edge of the midway that never seems to lose customers even on a slow night. Reyes lays out the cards for Vivian without being asked twice, and her face changes on the third card. She tells Vivian that Marrow Cove's carousel was built around a carved figure the original owners called a guardian, blackened wood bound in silver, meant to keep something older asleep beneath the ride. She tells her the silver spikes were driven into it one by one, a nail for every year it was fed, and that the reopening committee pulled half of them out for scrap before anyone told them not to. The idol wants its spikes back. It takes them out of flesh now instead of wood, and it does not care whose.
Vivian goes to Father Aldo Bianchi at Our Lady of Sorrows, the parish that has quietly owned the mineral rights under Marrow Cove since before either twin was born, because Reyes tells her the church holds the paperwork that will say why.
He does not deny it.
He tells her, calm as a man discussing a leaking roof, that some ground is a liability best managed rather than sold, that the diocese has kept the idol dormant with rites older than the building permits, that Danny's death is a tragedy but not, strictly, a surprise. He will not close the park himself. He will not call the police. His authority is real and it protects the idol as much as anyone; it was never built to protect the Chaos.
That night Diana finds an old séance circle scratched into the fun house floorboards, chalk gone gray with age, and convinces herself that if the ritual woke it, a ritual can be made to answer for Danny.
She gathers five of the squad in the fun house after close on Halloween itself, candles from the drugstore, a spirit board bought as a joke two Halloweens ago. Vivian argues against it until she doesn't, because some part of her wants to look the thing that killed her brother in the face. They sit in the circle Diana chalks fresh over the old one. The planchette moves before anyone's hand is steady on it. Somewhere under the floor, something the size of a carousel horse begins, for the first time in eleven years, to breathe.
The carousel motor starts on its own, gears shrieking with disuse, and the horses turn riderless in the dark.
The idol comes up through the fun house floor in a spray of rotted boards, seven feet of blackened wood, dozens of silver spikes still driven through its arms and shoulders and the ruin of its head, fire pulsing behind its eyes and out through the deep cracks that run down its chest like something is burning alive inside the wood. It does not lumber. It moves with a terrible, deliberate patience, as though it has all of Halloween night to spend on them.
One of the squad, reaching for the door, is caught by the wrist and does not let go fast enough.
Vivian gets the others out through a service hatch, Diana behind her, the candles guttering out one by one as the idol's fire brightens to compensate. Outside, the park has emptied around them — the reopening crowd fled at the first scream — and Elias Vane is waiting at the gates with a gasoline lantern and nothing else, still shouting his warning, still right about the danger and wrong, it turns out, about everything else: he believed prayer would banish it. It does not. It only slows him down long enough for the idol to put him through the same iron gate that took Danny, and Vivian watches a second body join the first on that spire before she can look away.
She finds the groundskeeper's shed and comes out with a fire axe, its handle painted park-maintenance orange, its blade the only tool on the whole midway built to bite into old wood.
She goes back for Reyes' warning: a nail for every year, spikes for tribute. She and Diana find Father Bianchi at the carousel's control box, trying, too late, to reverse whatever the reclamation crew did when they pulled half the silver from the idol's arms for scrap. He tells them the only way to put it back to sleep is to give it what was taken — enough silver, offered freely, to close the wound in its chest.
There isn't enough silver left on the whole midway.
Diana understands before Vivian does what "freely" is going to cost, and she is already moving toward the idol with her locket in her hand — their grandmother's, the one true silver thing either of them owns — when Vivian screams her name. The idol's chest splits wider to take the offering, fire roaring up through the crack, and Diana does not throw the locket in from a safe distance. She presses it into the wound herself, both hands against blackened wood, and the fire takes her with it, closing over her the way a wound closes over a splinter, until there is only silence and ash and the carousel slowing to a stop.
Vivian stands over the axe she never gets to swing, in a park gone dark and cold, the fairground lights guttering out one string at a time around her.
She walks out past the iron gate alone, past the place where her brother died and the preacher who could not save him, past a priest who kept his secret and his silence both, into a parking lot lit only by a few dying bulbs and the first grey edge of morning — the last Chao standing, carrying out of Marrow Cove a debt paid in her twin's place instead of her own.