Game Modes

Here is a list of Chillbillies game modes. We usually play just for fun, but we also play for karma points or game codes.

Get Down, Mr. President

Mode: SWF, Tournament

Players: 3

Game Length: Medium (10 – 15 minutes)

Rules: Name yourself “Bodyguard,” “Secret Agent,” or something similar. Everyone must have the same name. Equip perks that will help you protect another player. Join a lobby, and inform the random person you are playing with that they are the president, and that they must escape. Work with your teammates to ensure that your president survives, even if you die. You and your teammates win if your president manages to escape the trial through the exit gate or hatch.

If your president disconnects, or the killer disconnects, the match doesn’t count. The match does count if the president kills themselves on hook or is tunneled to death.

Tournament mode: Battle of the Bodyguards. Teams of three may compete against one another. The last team to have three dead presidents wins.

 

Copycat

Mode: SWF

Players: 1 – 3

Game Length: Medium (10 – 15 minutes)

Rules: Each person must name themselves “Copycat.” Load into a lobby with no perks. Ask a random person in the lobby what their perks are. Equip whatever they tell you that they have. If they don’t tell you what their perks are, enter the game with nothing.

Notes: In order to give the random person time to type, make sure to ask them as soon as possible to tell you their perks. You need all of the perks to be able to do this game mode.

 

Lose Your Friends

Mode: SWF, Tournament

Players: 2 – 4

Game Length: Very Long (1 hour+)

Rules: All participants begin the game as Dwight, running only Dwight’s adept perks. Anyone who survives the trial then plays Megs, running her adept perks. Then Claudette, Jake, Nea, Bill, and David. The first person to survive the David round is the winner.

Variant: Marathon. If the participants have all of the characters, the characters and their adepts may be played in this order:

  1. Claudette

  2. Nea

  3. Meg

  4. Min

  5. Ash

  6. Dwight

  7. Kate

  8. Tapp

  9. Quentin

  10. Jake

  11. Jeff

  12. Bill

  13. Ace

  14. Jane

  15. Adam

  16. Laurie

  17. David

Tournament variant: No One Left Behind. Teams of four compete in an equal number of matches (five or ten recommended). Each time someone escapes and is able to move onto the next character in the chain, their team earns one point. The team with the most points at the end of the tournament wins.

Notes: You may run We’re Gonna Live Forever as your fourth perk. Otherwise, you may only run the adept perks of each character, with your fourth perk slot empty.

 

One Man's Trash

Mode: SWF

Players: 2 – 4

Game Length: Medium (10 – 15 minutes)

Rules: Choose a character who has at least 15 (but no more than about 30) perks. Imagine that they are numbered, with the perk that appears first being #1, and the last perk on your first page as #15. Choosing only from the first page, select a perk, and tell your teammates the number that it is. Everyone then equips the perk that appears as that number. For instance, if your #1 perk is Adrenaline and that is your choice, say “Perk #1.” Everyone will select their #1 perk—but it is likely different for each person. When everyone has a full loadout, each person should reveal their build. For repeat games, do not choose any perks that you have already selected.

Notes: You cannot play this if you have most or all of the perks, since your loadouts will be nearly or completely identical.

 

Claude-n-Seek

Mode: SWF, KYF

Players: 4 – 5

Game Length: Long (15 – 20 minutes)

Rules: Each participant plays Claudette. Load into a game and hide from the killer. You may use any perks, items, or offerings. You may not do gens or unhook people—just stay hidden! If the killer finds you, you may try to escape. You can also attempt to kobe from the hook. The last person to die wins the game.

For KYF, killers may play any character, and use any perks they like. However, they are not allowed to use any add-ons that reveal auras (for instance, Huntress’ Glowing Concoction, Plague’s Black Incense, Myers’ Scratched Mirror, and so on).

Variant: Each round, everyone will play the same character. For example, a “Jake round,” a “Nea round,” etc. Play the game, but without actually using Claudette.

Notes: Because nobody can unhook you, Slippery Meat is highly recommended.

 

Make Your Choice

Mode: KYF

Players: 6

Game Length: Long (15 – 20 minutes)

Rules: There are four survivors, one killer, and one spectator. The killer and the survivors each go into separate voice chats. Without colluding with the other participants, each survivor chooses one perk that they and every other survivor will use. Before learning what the survivors want, the spectator writes down four perks they think the survivors will choose. Anything that the spectator successfully guesses, or anything that more than one survivor chooses, the survivors don’t receive. Anything that isn’t guessed or repeated, the survivors keep. For instance, if Survivor A chooses Balanced Landing, everyone gets Balanced Landing. However, if the spectator guessed it, or someone else also chooses Balanced Landing, no one gets it. Instead, the perks are randomly rolled by a perk generator or wheel.

For the killer, the spectator will learn which character the killer will be playing. They will then write down their guesses, and learn the perks the killer would like to bring. The killer may not bring a perk that was correctly guessed, and will instead receive a random perk. When the guessing is done and the perks have been assigned, everyone joins the same voice chat.

Notes: This is one of the tougher games for people to wrap their head around, so here are some examples.

The spectator writes down the following: We’ll Make It, Self-Care, Iron Will, and Windows of Opportunity. Survivor A wants Unbreakable, Survivor B wants Adrenaline, Survivor C wants Iron Will, and Survivor D wants Adrenaline. Iron Will was guessed by the spectator, and two people chose Adrenaline. Because of that, the survivors will receive Unbreakable, and three completely random perks. Each survivor will have the same loadout.

Survivors may only bring yellow and brown items and add-ons, but may bring any offering. The killer can bring any add-ons they want. The killer is not allowed to bring an Ebony or Ivory Memento Mori.

 

That's a Mori!

Mode: KYF

Players: 5 – 6 (Optional spectator)

Game Length: Long (20 – 30 minutes)

Rules: Sixteen survivor perks and sixteen killer perks are randomly generated. The survivors go into a separate room and decide who gets which perks. They may decide any way that they like. The killer, who must bring an Ivory Memento Mori, secretly “traps” one of the perks. If the killer are able to identify the person with the perk, they are allowed to mori them. For instance, if there are sixteen perks, and one of them is Dead Hard, the killer may decide to trap it. When they see someone using Dead Hard, they are allowed to mori them. If the killer moris the wrong person, they lose the game. Killers are not allowed to trap No Mither or Object of Obsession.

The killer chooses their loadout from the sixteen randomly selected killer perks. Before the game begins, the survivors look at the list of perks and each choose one. They then guess if the killer has that perk, starting with the person with the shittiest build. If no one correctly guesses a perk, the game will continue as normal. If one of the perks the killer has chosen is guessed, the killer will inform the person that they’ve successfully identified part of their loadout, and that person will receive a “No, put me the fuck down” card. To use it, the survivor just needs to wait until the killer picks them up, and then loudly and clearly say, “No, put me the fuck down” in their sassiest voice. The killer must immediately drop the survivor and continue with the game, giving the survivor a reasonable amount of time and space to be picked up. The next killer will be the survivor who had the trapped perk.

Notes: Survivors may only bring yellow and brown items and add-ons, but may bring any offering. The killer can bring any add-ons they want, but must bring only an Ivory Memento Mori.

 

Ghostbusters

Mode: KYF

Players: 3 – 5

Game Length: Short (5 – 10 minutes)

Rules: Set the map to either Disturbed Ward, Father Campbell’s Chapel, The Temple of Purgation, or Mount Ormond Resort. The killer must play the Wraith. The survivors must bring Streetwise and a Will O’ Wisp flashlight with two batteries, but no other perks, and no other offerings.

 

When the game loads in, the killer will go to the main building and find a hiding spot while the survivors turn away. (The hiding spot may not be in the basement. It can be on any level of the building, but must be firmly on the “floor” of the structure—not on ground, grass, dirt, mud, snow, etc.) Once the hiding spot has been procured, the killer must stay put, cloaked, and announce that they are ready to be found. At the same time, they will start a timer set to five minutes. The survivors must find the Wraith and lightburn him before the timer is up or their flashlights have been depleted, whichever comes first.

To aid in the search, the survivors may each ask one question from the following list. Once a question has been asked, it cannot be asked again.

“Mr. Wraith, Mr. Wraith, what do you see?
Perhaps it’s a pallet? A locker? A tree?”

“Wraith, Wraith, who’s the closest to your face?”

“Wraith, we seek the secrets of the past:
which survivor did you look upon last?”

“Mr. Wraith, pray reveal a secret that you hide:
are you within the walls of the building, or are you hiding just outside?”

 

Blind Date

Mode: KYF

Players: 6

Game Length: Long (20 – 30 minutes)

Rules: Three survivors and one killer will blindfold themselves, with one spectator leading the survivors, and one spectator leading the killer. Besides No Mither, the survivors are not allowed to bring any perks that muffle or alter sounds (Iron Will, Technician, Quick & Quiet, Diversion, or Pharmacy). If/when the first survivor dies, they should spectate a remaining survivor and guide that person.

Notes: The killer may not bring an Ebony or Ivory Memento Mori. The Survivors may bring only yellow and brown items and add-ons. The killer and their spectator should be in a different voice chat than the other players. Generator- and heal-tapping are encouraged for this game mode.

 

Role Call

 

Mode: KYF

Players: 2 – 6 (Optional spectator)

Game Length: Very Long (1+ hour)

Rules: Five players take turns playing four different pre-determined survivor roles and four random killer roles. Each person will have a turn playing each role. At the end of five matches, the person with the highest score in each category (Role #1, Role #2, Role #3, Role #4, and Killer) wins a point for each highest score.

You can come up with whatever roles you like, though we often play with some of these combinations:

Sneaky Build

Dance With Me / Lithe / Quick & Quiet / Iron Will

Runner Build

Object of Obsession / Dead Hard / Hope / Adrenaline

Wiggle Build

Boil Over / Flip Flop / Tenacity / Unbreakable

Support Build

Botany Knowledge / Borrowed Time / Aftercare / Wake Up!

Sabo Build

Saboteur / Streetwise / Empathy / Sprint Burst

Gen Rush Build

Prove Thyself / Stakeout / Detective's Hunch / Alert

Luck Build

Ace in the Hole / Plunderer's Instinct / Slippery Meat / Up the Ante

Killer builds are usually predetermined (or random, if you're lazy), with each player randomly assigned one build. In this scenario, they are allowed to choose their own killer, add-ons, and offerings. Here are some examples of killer builds we often use for this:

Basement Build

Iron Grasp / Mad Grit / Agitation / Monstrous Shrine

Speed Build

Fire Up / Play With Your Food / NOED / Bamboozle

Hunter Build

Bloodhound / Infectious Fright / Stridor / Whispers

Itty Bitty Teeny Weeny Fucking Tiny Skillcheckeenies Build

Huntress Lullaby / Unnerving Presence / Distressing / Overcharge

Slug Build

Knockout / Deerstalker / The Third Seal / Insidious

Spiderweb Build

Thrill of the Hunt / Haunted Ground / Territorial Imperative / Discordance

A Bloody Good Time Build

A Nurse's Calling / Sloopy Butcher / Thanataphobia / Coulrophobia

Notes: The killer may not bring an Ebony or Ivory Memento Mori. The Survivors may bring only yellow and brown items and add-ons.

Rank Call

Mode: KYF

Players: 2 – 6 (Optional spectator)

Game Length: Very Long (1+ hour)

Rules: Five players take turns playing four different pre-determined survivor roles and four random killer roles. Each person will have a turn playing each role. At the end of five matches, the person with the highest score in each category (Role #1, Role #2, Role #3, Role #4, and Killer) wins a point for each highest score.

You can come up with whatever roles you like, though we often play with some of these combinations:

Sneaky Build

Dance With Me / Lithe / Quick & Quiet / Iron Will

Runner Build

Object of Obsession / Dead Hard / Hope / Adrenaline

Wiggle Build

Boil Over / Flip Flop / Tenacity / Unbreakable

Support Build

Botany Knowledge / Borrowed Time / Aftercare / Wake Up!

Sabo Build

Saboteur / Streetwise / Empathy / Sprint Burst

Gen Rush Build

Prove Thyself / Stakeout / Detective's Hunch / Alert

Luck Build

Ace in the Hole / Plunderer's Instinct / Slippery Meat / Up the Ante

Killer builds are usually predetermined (or random, if you're lazy), with each player randomly assigned one build. In this scenario, they are allowed to choose their own killer, add-ons, and offerings. Here are some examples of killer builds we often use for this:

Basement Build

Iron Grasp / Mad Grit / Agitation / Monstrous Shrine

Speed Build

Fire Up / Play With Your Food / NOED / Bamboozle

Hunter Build

Bloodhound / Infectious Fright / Stridor / Whispers

Itty Bitty Teeny Weeny Fucking Tiny Skillcheckeenies Build

Huntress Lullaby / Unnerving Presence / Distressing / Overcharge

Slug Build

Knockout / Deerstalker / The Third Seal / Insidious

Spiderweb Build

Thrill of the Hunt / Haunted Ground / Territorial Imperative / Discordance

A Bloody Good Time Build

A Nurse's Calling / Sloopy Butcher / Thanataphobia / Coulrophobia

Notes: The killer may not bring an Ebony or Ivory Memento Mori. The Survivors may bring only yellow and brown items and add-ons.

 

Get Off My Lawn

Mode: KYF

Players: 5

Game Length: Short (5 – 10 minutes)

Rules: Set the map to The Game and find a clearly-defined room with both a generator and a hook (there is usually one on the top floor). The goal of the killer is to protect the generator from being finished, and the goal of the survivors is to complete the generator. No one may leave the room.

Notes: The killer may not play the Doctor; they are also not allowed to bring any Mori, or hex perks. The survivors may only bring yellow or brown item and add-ons. Due to the nature of the game, it is highly recommended that survivors bring No Mither.

 

The Game With No Name

Mode: SWF, KYF, Tournament

Players: 2 – 6 (Optional spectator)

Game Length: Very Long (1+ hour)

Rules: Each survivor chooses two challenges from the Survivor Challenges list. If one challenge is worth more points than the other, that one is considered the “primary,” with the latter being the “secondary.” Before the trial begins, someone will record the selected challenges. When a challenge is completed, the survivor will receive the amount of points it is worth. If multiple challenges are met, the survivor will only receive points and credit for either the challenge worth the most points, or (if the challenges are worth the same amount), the challenge that was met first.

There are different ways to “win” this game mode, depending on how it is being played. You can challenge each other to score the most points, which makes it more competitive (and encourages players to sabotage each other), or make it so that player points earn them individual prizes, such as game codes or karma points (recommended).

For KYF, the killer chooses their challenges from the Killer Challenges list. The killer may select two challenges, and receive points for both of them in one trial.

Tournament variant: Each team receives 1 point per challenge completed, with a maximum of 1 point per survivor per trial. (If a survivor completes multiple challenges in the same trial, their team will receive a point only for the first challenge completed.)

Notes: For KYF, the survivors may only bring yellow items and add-ons, and the killer may not bring an Ebony or Ivory Memento Mori.