Fearsome Floors (Finstere Flure) is a race/survival game set in Prince Fieso’s fortress. Players move their lumbering tokens through a dungeon while the monster Furunkulus hunts them down automatically. The monster follows a deterministic line-of-sight movement algorithm. Players must get a certain number of their tokens out through the exit before they are all eaten. The game is split into two stages: in the first, eaten tokens return to the entrance; in the second, eaten tokens are permanently removed.
8 Monster movement tiles (values: 5, 7, 7, 8, 8, 10, plus “1 hit” and “2 hits”)
1 Starting player tile
25 Player tokens in 7 colors (each token has two sides that always sum to 7)
1 Monster building kit (assemble different monsters)
Setup
Place the board centrally. Shuffle monster movement tiles face-down nearby.
Each player takes all tokens of one color:
2-4 players: 4 tokens each (values 6/1, 4/3, 3/4, 2/5)
5-7 players: 3 tokens each (values 6/1, 3/4, 2/5)
Place all tokens near the entrance with white (colored) numbers face-up.
Assemble the monster; place it on the corner space by the exit, facing toward the “M” on the board edge.
Basic game: Use stones and blood pools only. Place them per the diagram. Remove teleporters.
Turn Structure
Each game turn has two phases:
Phase 1: Movement of Playing Tokens
Starting with the start player, each player moves one of their tokens up to the number of spaces shown by its face-up value.
After moving, flip the token to its other side (the new number is its movement allowance next turn).
Repeat until all players have moved all their tokens.
First turn exception: Each player moves only 2 of their tokens onto the board. Remaining tokens simply flip in place.
Phase 2: Movement of the Monster
Reveal the top monster movement tile.
The monster moves that many spaces (or until it eats 1-2 tokens for “hit” cards).
Each step: the monster looks straight, left, and right (never backward, never diagonally), then moves one space.
If it sees a token, it turns toward the closest one and advances. Equal distances: it keeps its current direction.
After the last step, the monster looks one final time.
The monster cannot look through stones (but can look through crystals in the advanced game).
Pass the starting player tile clockwise.
Actions
Token Movement
Move up to the face-up number of spaces (horizontal/vertical, can change direction, can move backward).
Cannot end on a space occupied by another token.
Can pass through spaces with other tokens (each counts as 1 space).
Cannot move through the monster’s space.
Pushing Stones
A token can push a stone if the space behind it is empty.
Pushing a stone onto the entrance or exit corner space removes it from the game.
Tokens cannot push other tokens.
Blood Pools
Entering a blood pool costs 1 movement point; the token then slides in a straight line to the far side.
If the exit space of a blood pool is occupied, the token stops on the last blood pool space and needs another movement point to exit sideways.
Cannot enter a blood pool with your last movement point if the far side is occupied.
Scoring / Victory Conditions
Win: Move all but 1 of your tokens out through the exit.
2-4 players: Need 3 tokens out
5-7 players: Need 2 tokens out
Stage 1: Eaten tokens return to the entrance (keep their current face-up value).
Stage 2: Begins after the second-to-last monster movement tile is drawn. Reshuffle all tiles. Now eaten tokens are permanently removed.
If after using all but the last card in stage 2 no one has won, all tokens still inside are eaten. The player with the most tokens that escaped wins.
Special Rules & Edge Cases
Monster wraps around: If the monster moves off one side of the board, it re-enters at the corresponding letter on the opposite side, keeping its direction.
Monster pushes everything: It pushes tokens, stones, and anything in its path. Blood pools are immovable. Items pushed onto blood pools slide across.
Monster can push tokens off the board (treated as eaten) and push stones off (removed from game).
“1 hit” / “2 hits” cards: Monster moves until it eats the required number of tokens (max 20 spaces). The first card drawn in a game cannot be a hit card; redraw until a numbered card appears.
2-player note: If one player gets 2 tokens out while the opponent has none out, the trailing player gets to move 2 additional tokens, which can be used strategically.
6-7 player variant: Change the “5” monster card to a “3 hits” card for a longer game.
Advanced Game (Floor Tiles)
Crystal: Like a stone, but the monster can see through it.
Turning stones (right / 180): Tokens treat these as normal stones. The monster turns according to the stone’s direction instead of pushing it (only if it doesn’t see a token left or right first).
Teleporters: Tokens cannot enter teleporter spaces. The monster can look over teleporters. When the monster steps on a teleporter, it instantly appears at the matching teleporter, facing the arrow direction.