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デッドバイデイライト

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Kill Your Friends Gamemodes (DBD Party!)
作者: Mem と 2 のコラボレーション
It's like Mario Party, but for DBD! Enjoy up to 24 fun alternative gamemodes instead of mindlessly hacking your friends apart!
   
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Introduction
Welcome to Dead by Daylight Party!

With the help and inspiration of others, we've come up with some fun gamemodes to change the tables. These gamemodes, whether they are simple rulesets or completely change the game, are great for playing the game in new ways. So gather your friends, hop on a discord server, and have some fun!

A sidenote! Keep in mind that some gamemodes in this guide are short and straightforward, whereas some others are long and take a lot of reading! The longer the text, the longer and better the fun!

If you have any suggestions towards a gamemode, or think that certain rules should be added, let us know in the comments! We'll consider your contributions and add you to the credits page.

Basic Rules
During our testing in Kill Your Friends, we've deemed a few specific add-ons and perks unfair. Since there is no limit on what you can bring to KYF, like four brand new parts or an ebony mori, it can be really aggravating to play against. This ruleset applies to all gamemodes, unless otherwise stated. We all want to have fun here!

Disclaimer: You are free to ignore or add to this ruleset in your own games, we only want to recommend this to make the game enjoyable for everyone

Survivor Rules
  • No Brand New Parts (even after 2.1.0, still allows for quick generator progression)
  • No Decisive Strike (annoying to play against)
  • Sabotaging Killer belongings, such as Bear Traps. Sabotaging hooks is allowed.

Killer Rules
  • Iridescent Head is allowed but not combined with Infantry Belt or Leather Loop
  • No Iridescent Seal (extremely punishing plague add-on)
  • No ebony mori offering. Ivory and Cypruss are okay, but ivory may not be used to trigger certain perks (ex. Never lose stacks w/ Save the Best for Last)

    In order to choose who will be the Killer in each game, you can usually go by the host goes first rule. After each game, whichever Survivor that topscores with bloodpoints (or wins the game based on its rules) after the trial ends gets to be Killer next. If you want to give everyone a turn, you can always go in a circle with your friends. Wheel decide is good too.

    You are free to suggest additions to the ruleset, but please be reasonable. We will discuss adding it.
Gamemodes
Each gamemode has distinct rulesets that makes each one of them unique! Some are simple and quick, whereas others will be a huge text wall in order to understand. Take your pick as you dive into Dead by Daylight Party!

Gamemodes will be listed to the side in quotations, below is a quick briefing of each gamemode.

Additionally, each gamemode will have a killer and survivor set, explaining the rules in a much quicker fashion. Read those if you hate reading walls of text!

"Carnies!" - Enjoy some quality time with the family at the carnival! (Joke gamemode.)

"Control Points" - Killer defends a generator while all survivors attempt to bumrush it.

"Eyes on You" - A lone survivor completes several generators by themselves, while the Killer is guided by the other three survivors in the obsession's direction.

"Freeze Tag" - The childhood classic! Upon being hit, stand still until healed by another survivor.

"Ghost Busters" - All survivors hunt down an invisible Wraith with flashlights.

"Guardian Angels" - The killer focuses entirely on a single obsession, while the other three survivors do their best to protect them.

"HEX'D" - Uber challenge mode for survivors. Killer wields four hex perks that cannot be cleansed.

"Hex Roulette" - Roulette, but with hex totems.

"Hide and Go Blind" - All survivors try to get the Killer to drop a survivor from their shoulders with whatever they can.

"Hoarders" - Survivors loot as many items as possible, whether its from chests or stealing from other survivors. The Killer acts as the police, brutalizing any thieves who steal. Whoever has the highest value of rare items wins.

"Hot or Cold" - The Killer picks up a survivor, and said survivor will give hot or cold remarks based on the killer's proximity to other survivors.

"Killer Says" - Simon Says, but if you lose you get chopped.

"Locker Roulette" - Roulette, but with lockers.

"Musical Lockers" - Musical Chairs, but with lockers.

"Notification Party" - All survivors constantly run and fast vault, but the Killer uses no tracking perks.

"Raw Meat Mode" - 100% Vanilla. No perks, no offerings, no items. This goes for both survivor and Killer.

"Red Light" - Another childhood classic. Play red light/green light with a savage, brutal finish.

"RPG Mode" - Survivors take roles that specialize in certain categories, that forces a sense of teamwork.

"Sandbag Olympics" - Survivors work against eachother, trying to get everyone else killed by sandbagging or ghosting.

"Slug Racing Championship" Killer is limited to only slugging, while the survivors are equipped to heal and crawl like champions.

"Toolbox Hide and Seek" - One survivor takes a toolbox, and all survivors hide. The Killer must hunt down and find the survivor with the toolbox.

"Trap Roulette" - Russian Roulette, but with bear traps. Snap!

Experimental Gamemodes

These gamemodes don't necessarily fit in with the others, but they are still fun enough to be included onto this guide. Experimental Gamemodes commonly take advantages of bugs found in the game, and have very unique outcomes. However, these tend to take a lot of patience, so understand that fairly often, you will have to wait until something interesting happens.

"NASA Project" - Survivors are sent to space via phantasm traps.

"It's a secret..." - We can't tell you this one in public... go see for yourself...
"Carnies!"
"Okay, kids. Head count! One.. two.. wait.. Where's Dwight?!"

Before the round begins, the map must be set to Father Campbell's Chapel.

The Killer MUST play either the Huntress or Doctor (mother/father figure respectively.) Everybody meets up at the circus setup on the map. Now you can all have some fun in the annual summer carnival! Try your hand at throwing hatchets! See your future through the mysterious vessel. Stuff your face full of popcorn...

Killer Set
  • Either Doctor or Huntress
  • Don't beat your kids
  • You are responsible to make sure they don't get lost

Survivor Set
  • Don't rebel against Mom or Dad
  • Don't touch the generators, they're dangerous

Alternative
See the It's a secret... gamemode. Now you can have a full, happy family!
The five survivor bug also works to have an abnormally large number of children.
"Control Points"
"Protect the generator!"

Before the game begins, the Killer may choose a map of their choice. Once the map loads, they must choose a generator of their choice EXCEPT landmark generators, such as the Haddonfield basement generator. Once the generator is chosen, the Killer may do what he needs to in order to prepare for the upcoming attack.

Additionally, on the survivor side, one has to choose to be the Medic for the round. The Medic will stay at a fairly long distance away (at least out of terror radius) from the generator of the Killer's choice.

Once the Killer is ready, the survivors will bumrush the generator. The Killer must do everything in his effort to keep them from repairing it. Once survivors are downed, they are out for the round and must return to the Medic's outpost to be healed. When all survivors are downed and healed, the Killer is given time to re-prepare the battlefield, preferrably around less than a minute. For convenience, this
will be known as the Grace Period.

The Killer is permitted to kick the generator, but not when Grace Period is active. Once the Survivors have completed the generator, they win the game. If at least 2 survivors bleed out before they can be healed, the Killer wins.

Killer Set
  • Killer must play as Trapper. Setting traps in the battlefield is recommended during setup time and Grace Period.
  • No perks involving generators, items, or healing, such as Overcharge, Franklin's Demise, Coulrophobia, etc...
  • The Killer cannot leave the generator, or do anything with downed survivors.
  • Incase the Killer grabs a survivor, just drop them

Survivor Set
  • Perks for crawling are recommended, except for Unbreakable or No Mither.
  • Toolboxes are also recommended.
  • Be a good person! Free your friends caught in bear traps whenever they're stuck...
  • You cannot heal other survivors, unless already back at the Medic's outpost.

Medic Set
  • Perks for healing are recommended, as well as medkits.
  • The Medic may not leave his post, and has to wait for Survivors to enter the boundaries to be healed.

Alternatives
Instead of just one generator, make it 3! Or make it all of them! And then do the same thing with the exit gates!
"Eyes on You"
"Damnit! He got away again... Hey, could you give me some directions?"

[Recommended with Voice Chat]

Before the game begins, one survivor must choose to be the Obsession. The Obsession will run No Mither and Iron Will, along with two other perks of their choice.

All Survivors must bring Empathy so that they have the constant aura of the Obsession. Survivors will generally just wander around in the open, until the Killer comes in. When approached by the Killer, the Killer may ask where the Obsession is. The only action survivors may do is point towards the general direction of the Obsession. The Killer can ask for directions as many times as he'd like. Survivors can walk around aimlessly as they choose, but may not follow the Killer or the Obsession.

Meanwhile, the Obsession must complete at least three generators. Once this goal is reached, the Obsession wins. If the Killer downs the Obsession, the Killer wins.

Due to the nature of this gamemode, a large map is best. I know we all hate it, but Pale Rose or Grim Pantry is probably the best for this gamemode.

Killer Set
  • Perks involving tracking of any kind, such as Whispers
  • Killer must play as Trapper. Trap setting is not allowed.
  • Killer cannot injure survivors except for the Obsession

Survivor Set
  • Empathy for the Obsession's aura
  • All survivors MUST comply to give accurate direction for the killer
  • Cannot do generators or go near the Obsession
  • Survivors cannot give a description of the location; "In that locker," "On that hill," etc... They may only point.

Obsession Set
  • No Mither and Iron Will for aura and noise reduction
  • Two other perks should be for stealth and evading the Killer
  • Must bring a Vigo's Shroud for a fair start
  • Cannot go near the other survivors

Challenge Mode
  • Do you trust them? Survivors can choose to mislead the Killer when asked for directions.
  • Instead of Trapper, play as Hillbilly. Unrelentless speed!
  • The Obsession must escape in order to win.

Alternative
As long as voice chat is available, the Killer may ask whenever he feels. Survivors can no longer point, but must give a physical description on the Obsession's location over VC. Asides that, the game is the same. Can be considered challenge mode, but this depends on the situational map awareness of you and your friends.
"Freeze Tag"
"His mere touch is paralyzing!"

Upon being hit, survivors must stand completely still. They cannot move or perform any action until healed by another survivor, where they can move again. Self caring is not allowed. The Killer wins if all survivors are injured, and the Survivors win if they manage to complete every generator.

Killer Set
  • Killer must play as Trapper.
  • Setting traps is allowed. Survivors are permitted to struggle until they are free, but may not move afterwards. Honing stone is not allowed, but Bloody Coil still counts as a hit, meaning the survivor must stand still after disarming.
  • The Killer cannot down, hook, or kill survivors.
  • If the Killer downs a survivor, the survivor may be healed to full health, and both survivors get 15 seconds to run.

Survivor Set
  • Empathy is a required perk
  • Healing perks and medkits are recommended
  • If a survivor is given an Anti-Hemorrhagic syringe, the survivor must wait the 16 seconds before moving again.

Challenge mode
  • Survivors must open the exit gates and escape in order to win
  • When caught in bear traps, Survivors cannot struggle and must wait for someone to save them.
"Ghost Busters"
"Shh! Did you hear that?"

Before the game begins, a small, but open map should be chosen. Remember that the Host of the KYF can choose maps without the need for an offering!

Each survivor brings a flashlight to the trial, preferably with battery add-ons for longer use duration. On the other side, the Killer will be playing as Wraith, who will stay invisible for the duration of the round.

In this gamemode, the tables truly have turned. The Survivors will now hunt down the Wraith, using their flashlights to, quite literally, burn them out of their dark shroud. Lightburn is a mechanic in this game that not many people know about. Incase you don't know, a quick briefing is below.

Lightburn
- Specific Killers, such as Wraith and Nurse, can be stunned with flashlights if timed correctly. In this gamemode specifically, if a flashlight is shined on the Wraith for a total of two seconds, he will immediately uncloak and stun for three seconds. This is the goal for the survivors to achieve. Flashlight add-ons that increase blindness visual and duration will not affect lightburn.

Meanwhile, the Wraith will attempt to be as stealthy as possible. The Wraith makes a slight shimmer when moving while cloaked, but is completely invisible when not moving. Because of this reason, you should be moving around the map. The only exception is when you're out in the open and survivors are nearby, on the hunt. Survivors will be able to track you down if they see you, or if they can read you out of your spot.

If the Survivors manage to trigger lightburn on the Killer, the Survivors win. If all Survivors burn out their flashlights (or drop them to a very low percent), the Killer wins.

Killer Set
  • Killer must play as Wraith, playing invisible the entire game
  • Try to move around instead of sticking to one spot
  • If voice chat is available, make spooky noises

Survivor Set
  • Every survivor must bring a flashlight
  • Premonition is a vital perk, every survivor should bring it.
  • Object of Obsession not allowed
  • If voice chat is available, act extremely paranoid and jittery.

Alternatives
  • Killer gets 3 total 'lives' to be lightburned. Each time you lose a life, everybody runs so the Wraith can find a new hiding spot.
  • Add a time limit instead, around 10-15 minutes. Once this time runs out, the Killer wins.
  • Force every survivor to bring the Will O' Wisp flashlight. I mean, it's kind of ironic that you're hunting a ghost... with ghosts so... it might be funny...
"Guardian Angels"
"For the Emperor!"

On the Survivor side, the survivors must choose amongst themselves to become the Obsession. The Obsession will enter the trial with absolutely nothing, except Sole Survivor as a perk, to ensure they are the Obsession. The other survivors can run builds of their choice (without obsession perks). Survivor builds should be made to 'protect' (Flashlights, Botany Knowledge, etc...) One of the survivors should also run Shroud of Binding. Hint: The Obsession will have the Entity's claws around their name. The claws shake when the Obsession is in a chase.

On the Killer side, the killer will run Dying Light, Remember Me, Rancor, and one other non-obsession perk of their choice. Hint: When you find your Obsession, it will make a 'gasp' noise.

Once the Trial starts, the Survivors will play the game as usual, doing generators and seeking escape. However, the Obsession is completely vulnerable, and needs protection from the others. The Killer will focus all of their energy into the Obsession, while the other survivors will do their best to protect the Obsession. This could mean sandbagging, distracting, and blinding the Killer whenever necessary. If the Obsession manages to escape, the Survivors win. If the Killer kills the Obsession, the Killer wins.

Killer Set
  • Remember Me, Rancor, Dying Light, and one other non-obsession perk
  • You are limited to down only one non-obsession survivor. All other non-obsession survivors may be injured, but not hooked or killed.
  • Your only goal is to kill the obsession in any way. However, using any Mori offering is not allowed.

Obsession Set
  • Sole Survivor as the only perk. No items or offerings from there.
  • Try to stay near your teammates, and pray they'll protect you.

Survivor Set
  • Protect the Obsession with all you've got.
  • Run a support/guard build, or specialize in completing generators.
  • No obsession-based perks
  • Your goal is to help the Obsession escape. This can be done by either exit gates or the hatch.
"HEX'D"
"And the beast became faster and more powerful as if the Entity's shadowy whips were lashing at its back."

Are you ready for a challenge? All survivors are weakened, while the Killer is given ethereal strength from the Entity. The Killer brings only hex perks, and these hexes cannot be cleansed. If a totem is cleansed, it counts as an automatic loss for the survivors.

Killer Set
  • Only hex perks may fill the loadout

Survivor Set
  • No restrictions, except that totems may not be cleansed

Challenge Mode
Survivors bring no perks, items, or offerings to the trial. May the light guide you.
"Hex Roulette"
"The one time a killer will let you touch their totem..."

[Recommended with Voice Chat]

Before the trial begins, the Killer will use four certain hex perks: Haunted Grounds, Ruin, Devour Hope, and Thrill of the Hunt. Any map will work for this gamemode.

The rules follow basic roulette rules (if you want the Russian version, go to Trap Roulette). When the trial begins, everyone meets up at a spot. Then, the killer leads the survivors to random hex totems around the map.

Each survivor and the Killer will start out with 3 points. When a hex totem is found, everyone must throw in a certain amount of points, then bet on what hex perk belongs to the totem. Alternatively, they may pass the round, betting no points. Once everyone has chosen a hex, any survivor must cleanse the totem, regardless of their action. When the totem is cleansed, the Killer says over a voice com or chat which totem was deactivated.

Depending on if they were right or wrong, players will gain double or lose the points they bet, respectively. For example, betting 2 points and getting it right will result in 4 points towards that player. If the player were wrong, they lose those 2 points. Once a player reaches 0 points, they are automatically disqualified. At the end of the game, points are tallied up; the player with the most points wins.

Killer Set
  • Haunted Grounds, Ruin, Devour Hope, and Thrill of the Hunt as perks.
  • Call out which perk was deactivated after each cleanse.

Survivor Set
  • Someone has to cleanse the chosen totem, regardless if they passed or bet.

Gambling
  • Everyone (survivor and killer) starts out with 3 points
  • Either bet or pass said points, and bet on a hex perk. Points will either be doubled or lost.

But we tied?
I don't know, do a talent show or something. Impress the Killer and the people who lost. Whoever wins that by vote wins the full game.
"Hide and Go Blind"
"Let the light burn them out of their dark shroud."

One survivor (chosen by the winner of last round or by who is first downed in the beginning of the game or any way you wanna chose) is carried by the killer and everyone meets at the middle, facing away from the killer. The killer then must hide and the survivors will have to seek and blind the killer. The first person to blind the killers win. Do be warned, however, as the survivor can be downed and/or break their flashlight, causing a disqualification from the match, allowing an open opportunity for the killer to win.

Restrictions
  • No perks allowing the survivor to track the killer.
  • Same as above, but vise-versa.
  • No hooking.
  • No palleting to remove of the survivor.
  • No Franklin's Demise.
  • No Lightborn. (LOCKED)
  • No wiggling out of the killer's grasp. (LOCKED)
  • No Decisive Strike. (LOCKED)

Survivor Set
Every survivor must start with a flashlight of their choice (any add-on is allowed).

Challenge mode
The same game, only no restrictions (except (LOCKED) ones), downed survivors must be healed before continuing the game (unless downed 6 times which is a disqualification), and the killer must have Agitation, Distressing, and Overwhelming Presence on them. If the killer decides to hook a survivor, everyone must save the hooked survivor and max heal them before continuing (risky, but can help the killer hide.)
The only rule is no camping, but who likes camping anyways?
"Hoarders"
"Help! Police! He stole my flashlight!"

[Recommended with Voice Chat]

Before the round begins, every survivor brings a Firecracker or Winter Party Starter. This will serve as a marker for their hoard location. Survivors must also put in a shiny coin as their offering, resulting in the maximum number of chests depending on the map. To make identification easier, Survivors should dress differently.

Once the trial has began, every Survivor is given as much time as they need to find a good spot to hide their hoard. Their hoard will be marked with their starter item. Over voice chat, all survivors give ready cues.

Once everyone is ready, the survivors begin their hoarding spree. The goal is to gain as many items from chests (or stealing, but we'll discuss that later...) and return it safely to your hoard spot. The Killer is free to roam around, but cannot injure survivors yet.

Stealing
This adds the competitive aspect to the game. In addition to gaining items from chests, survivors may also steal items from other hoards, if they find them. However, if the thief is caught by the respective hoard owner, the owner may call the cops on them! Once the cops are called, the Killer has to chase down the thief and hit them, dropping their stolen goods for the owner to recollect. Once thieves are injured, they must find and potentially sacrifice one of their medkits in order to heal. If a survivor is downed completely, then they are disqualified from the trial, and their hoard may be vultured at will.

The time limit for this gamemode can vary as you please, but a good limit is 15-20 minutes. Once time is up, every Survivor must tally up their items. If a survivor was carrying an item back to their hoard, but didn't drop it in time, this item no longer counts. The item values are listed below:

Hoard Marker - 1 point, so nobody completely loses
Brown items - 1 point
Yellow items - 2 points
Green items - 3 points
Purple items - 4 points
Skeleton Key or Rainbow Map - 5 points

Whoever has more points in their horde wins!

Killer Set
  • The Killer basically acts as the police during this gamemode. Roam freely, but hunt down and hit thieves that are called out. If the thief returns the item to their hoard before the killer can catch them, the thief still has a bounty and will be slashed on sight.
  • Once survivors are downed, they must be taken to jail (AKA the Basement.) There they can be punished at will by the Killer. Downed survivors cannot wiggle and must face their crimes.
  • Once an item has been dropped by a thief, the Killer should guard the item for the owner to collect.
  • A high mobility Killer, such as Hillbilly, is recommended. However, survivors must be hit with the Killer's primary weapon.
  • Franklin's Demise to turn the stolen goods into forfeit.

Survivor Set
  • No perks for tracking other survivors, such as Bond. Self-care may also not be used as a perk.
  • Add-ons for items will not count. (Don't bring Ace-in-the-Hole) Item quality will count, however, so Plunderer's and Appraisal are highly recommended.
  • Survivors may heal eachother. Saving others from jail (basement hooks) can be considered a crime.

Rules of Thievery
  • You may not steal the hoard marker (firecracker/party starter)
  • Horde owners may only call out thieves if they visibly see them. Don't be a spoilsport.
  • Stealth is recommended to avoid the cops and being caught!
  • Being called out as a thief counts as a 'token' for the Killer to hit you. At 2 tokens, the Killer may down you on sight.
  • If you're taken off to jail, there may still be hope! Escaping the hook will count as escaping jail, granting an extra life. This means you are free to leave jail without the Killer downing you again, and return to your horde.

What if it's a tie?
In this very rare event, a new trial will take place. The remaining survivors must face off in an epic battle to impress the Killer! You must re-arrange your horde pile to be as aesthetically pleasing as possible! The Killer will judge each horde pile. Whoever's horde is best by the Killer's opinion wins!
"Hot or Cold"
"Hot! Hot hot hot! No, cold... colder... does the Entity's realm have hot spots?"

[Recommended with Voice Chat]

A survivor of the Killer's choice is chosen, who will be known as the Tracker for convenience. The Killer downs and picks up the Tracker, and carries them around the map. When the Tracker is carried near another Survivor, the Tracker gives 'hot or cold' remarks to how close they are. If voice chat is unavailable, then just wiggle if near a survivor.

The Killer's goal is to down every survivor with the Tracker on his shoulders. Downed survivors are considered disqualified and cannot be healed, but are free to slug around as they wish. If the Survivors manage to complete 4 generators, then they win.

Killer Set
  • Agitation is a highly recommended perk
  • Since Killer Powers are not going to be used, Trapper is recommended due to his good base stats.
  • Killers may not use tracking perks, such as Whispers.
  • You may drop the Tracker to break generators, but have to pick them back up before leaving.

Survivor Set
  • Survivors are not allowed to cause the Killer to drop the Tracker. This means no flashlights or dropping pallets.

Tracker Set
  • In order to make it easier, run Object of Obsession. This allows the Killer to find you easier.
  • Be helpful to the Killer! Be accurate and non-confusing.
  • No running from the killer after he drops you, or wiggling off the Killer's grasp.

Challenge Mode
  • Survivors must complete 5 generators and escape completely in order to win.
  • For Killer challenge, each survivor can run Unbreakable to have an additional life.
"It's a secret..."
"But don't tell anyone now..."

Experimental Gamemode
- This will take some patience to get it working, but it is an amazing sight when it starts.

[Recommended with Voice Chat]

It's not really that much of a secret. Behold, the elusive two killer/five survivor bug.



Just some screenshots of the terrifying double leatherface and five survivor picnic.

How to get the bug working goes by the following steps:

1. Get a KYF match started, best with 6 people. 4 Survivors, 2 Killers.
2. Survivors ready up, neither Killer will ready up.
3. Over voice chat, one of the Killers will give a countdown. On the cue, said player will spam the 'switch role' button.
4. The switch role spam should cause significant lag, so a good machine is recommended. Once the lag starts, the other Killer spams the ready up button.
5. A stop cue is given by the first Killer, and both Killers stop spamming, and hopefully, the dice rolls on something good. You will know when the bug happens, because it will say there are 2 killers or 5 survivors, and the countdown is visible. Nobody should do anything at this point.

Alternatively, several videos are available on YouTube. Most of them are still dated and will work the same.

Outcomes
  • The desired outcome, five survivors or two killers are on the team, and the countdown timer is counting. This means that you got the bug working. From what we've seen, 5 survivors seems basic, having 6 generators to do and showing all nametags. 2 Killers also seems to work smoothly, with a few bugs here and there. Overall, its a very enjoyable and funny experience. It's kind of random on whether you get 2 killers or 5 survivors, and this cannot be controlled.

  • While switching, the switch role spam Killer will get moved to spectate, and the game will start like normal if the other Killer was ready. Either that, or the game will refuse to start because it correctly detected too many killers/survivors. This will happen fairly often, and is the reason this gamemode requires patience.

But what can you do?

Well, it's you and your friends' choices, really. You can play a normal game, which can range in difficulty depending if you got 2 killers or 5 survivors.

You can experiment, which is one of the more fun things to do. For example, if the trapper sets a trap and the other killer steps in it, if they are shorter than the trapper, they will elongate. Seriously.

Best of all, it's just funny. Share a laugh with your friends as they watch two leatherfaces fight to the death with chainsaws, or two wraiths bing bong it up.

Get up to 3 and more Killers

Something very advanced, that takes a tremendous amount of luck. The chances of this working are significantly less than the regular 2 killer bug, descending lower and lower in probability as you want more and more killers. It is, however, possible. 2 killers will role spam, the other will ready spam. It also works on getting up to 6 or more survivors. Of course, you will need a lot of patient friends for this.
"Key to Victory"
"Which one do I tunnel?"

[Recommended with Voice Chat]

Prior to starting the game, the Survivors must decide amongst themselves; who will hold the Skeleton Key? The process must be done while the Killer is either deafened or out of chat. Once the decision is made, the chosen Survivor equips the Skeleton Key (pink key), while the remaining Survivors equip the Broken Key (green key). The Survivors do not have to equip the keys in any specific order, and each Key may be equipped with whatever add-ons they choose. The Killer may join voice chat at this point, if available.

The Survivor holding the Skeleton Key (henceforth known as the Seeker) must escape through the Hatch in order to result in the Survivors' victory. The Seeker is allowed to drop his own Pink Key and trade it for another Survivor's Green Key, thus trading places (Old Survivor becomes New Seeker). Of course, the choice to trade keys is up to them. All Survivors must be holding a key, and cannot plunder chests for any new key or other item.

The Seeker is permitted to do generators at will, in order to reach the Hatch spawn threshold. Other Survivors, however, cannot work on generators alone. The Killer can use this information to find and sacrifice the Seeker. To counter this, Survivors can work on generators alongside the Seeker, only if they know they are holding a Skeleton Key. A maximum of two survivors are allowed to work on a generator. It is recommended to inform other Survivors either by dropping a key to reveal its rarity, or by sending a private message through a separate chat.

The Killer's objective is to identify and sacrifice the Seeker. In order to do this, the Killer must closely investigate Survivor behavior, such as generator activity and "trading." The Killer may sacrifice other Survivors, decreasing progression speed and leveling out who the Seeker is, but at the cost of decreasing the Hatch spawn threshold. If the Killer manages to successfully kill the Seeker, a notification through chat is given, and the Killer wins the gamemode.

Killer Set
  • Any Killer, preferably stealthy ones (Wraith or Ghostface)
  • Once the Hatch has spawned, they cannot camp the Hatch
  • Do not "babysit" suspicious Survivors (follow them to gain information on the Seeker's identity). Either make the choice to kill them, or search for another
  • Goal is to fully sacrifice the Seeker. Cannot Mori Survivors with perks/offerings

Survivor Set
  • Start with Broken Key, equipped with any add-ons
  • May not work on generators alone. If the Seeker reveals themselves, they may work on a generator alongside them, up to a maximum of two people on one
  • Cannot open exit gates

Seeker Set
  • Starts with Skeleton Key, equipped with any add-ons
  • May work on generators at will
  • Goal is to stay alive and escape through the hatch, resulting in a victory for all Survivors

Trading Keys
  • Any Survivor can initiate a trade by waving at another Survivor and dropping their item, regardless of its rarity
  • Two Survivors may swap Green Keys
  • Whoever holds the Pink Key becomes the Seeker
  • Survivors cannot plunder chests
"Killer says..."
"...nod your heads!"

[Recommended with Voice Chat]

Every survivor brings a flashlight to the round, best suited with long-lasting add-ons. Once the round begins, everybody meets up in a nice, open area.

If you haven't figured it out, this game follows the same rules as Simon says. If you've never played this game and/or don't know the rules, your childhood must have been really secluded. Either way, if you need the rules, here they are.

  • Killer gives a Simon says action from the bottom list, and all survivors follow.
  • With each passing action, the Killer can say an action without saying Simon says. If the survivors do the action, they are out.
  • Survivors that are out can sit out the round. Alternatively, they can be hit by the killer, and once in the dying state are completely out.
  • Increase speed with each passing action.

Killer Set
  • Killer gives all the Simon says action. To give everybody a turn, the winner of each round plays Killer next.

Survivor Set
  • Everybody should bring a flashlight.

Actions
  • Flicker your flashlights
  • Crouch/Teabag
  • Do a spin
  • Nod your heads (up and down)
  • Shake your heads (left and right)
  • Point
  • Wave
  • You get the idea
"Locker Roulette"
"Pick and choose."

Gamemode Idea: Lazuli-Heart

All survivors meet up in the basement and hide in a locker. Afterwards, the Killer comes down and chooses a locker at random, and whoever they pull out shall be hooked. Hooked survivors cannot be unhooked by others. Afterwards, the Killer leaves again, and the survivors choose different lockers. The cycle repeats until you're left with one last survivor, who will be declared the winner.

Alternatively, the entire map can be used for this gamemode. Survivors can hide in any locker on the map (including the basement ones), but are forced to relocate if they get a stillness crow. Same rules apply as before, but if a survivor is caught out in the open, the Killer may chase and down them at will. The alternative is more fun, but takes more time.

Killer Set
  • Anything goes, just be sure to check lockers for unwanted guests

Survivor Set
  • Cannot unhook fellow survivors (but you can try to free yourself)
  • When another survivor gets hooked/stillness crows appear, switch to a new locker
  • Trapping another survivor inside a locker (by spamming space) is NOT allowed
"Musical Lockers"
"Please stop singing..."

[Recommended with Voice Chat]

Everybody meets in the basement, the Killer stands in the middle. While the survivors run around the Killer, the Killer sings a song of their choice and nods profusely. Once the singing has ceased, every Survivor must hide in a locker as quickly as possible (one locker in the basement will not count.) Whoever doesn't get into a locker quick enough will be punished.

With each passing round, one survivor and one locker is counted out from the game.

Killer Set
  • Anything goes! Just don't go overboard with your singing...

Survivor Set
  • No perks that allow a speed advantage, such as Sprint Burst
  • Basically playing the game in any way isn't allowed (doing generators, etc)
  • Sandbagging is allowed, but you probably won't be respected for it

Alternative
  • Instead of killing Survivors that can't hide quick enough, they can sit out the round at the staircase instead. This makes it easier to play additional rounds!
  • If you're playing as Trapper, you could use bear traps instead of lockers... snap!

Good Songs for the Indecisive
Toto - Africa
Luis Fonsi - Despacito
Queens - Bohemian Rhapsody
DBangz - Thicc Nibbas and Anime Tiddies
"NASA Project"
"AAAAAAAAAAAAAAA"

[Experimental Gamemode]
- Mostly a joke; doesn't work everytime, but it's hilarious when it does.

Killer plays as Hag, running the Scarred Hand add-on. The map is also set to Wrecker's Yard. Then, everybody reports to the Bulldozer.

Before setting any traps, somebody should slow/fast vault so that the Killer can mark the spot the Survivor landed. After the spot is marked, the Killer should place a trap under where the survivor landed. As a reminder, remember that crouched survivors do not trigger traps.

Once a trap is placed, survivors can send themselves to space by vaulting the window at the bulldozer. This will have a mixed series of results, depending on how precise the trap was placed. Patience is vital for this gamemode, as it may take a few tries to get the 'sweetspot.'

Possible Effects
  • Survivor will go flying into the air.
  • Survivor will go FLYING into the air. This can mean breaking through the skybox, taking up to minutes to land, and ending up in far away spots.
  • Additionally, after landing, survivors will end up in stupid spots. This includes ontop of tire stacks and jungle gyms, and even ontop of the killer shack and trees. It can also result in being outside of the gates.
  • Survivor will jolt to the side. This means the trap was placed a tad bit to the right or left.
  • Survivor will disconnect? (We don't know either)
  • Survivor will get stuck/float on an invisible hitbox (If the traps haven't gone off yet, let a different survivor trigger them, and it may work.)
  • Trap was set wrong and the survivor will get nudged to the side. This will happen fairly often.

Killer Set
  • Play as Hag running Scarred Hand

Survivor Set
  • Do whatever, but maybe bring a flashlight so you can be seen better.

Final Experiment Notes
After some patience and discovering the 'sweet spot,' this gamemode can be stupid fun for a few minutes. In our testing, we have seen many different results. Fast vaulting seems to have significantly better odds than slow vaulting. You can use one trap, which is quick and easy. Or you can use as many traps as you can fit, which has more positive effects but can take longer. If you haven't seen what it looks like, the desired outcome of this gamemode is in the artwork gif below.

https://steamcommunity.com/sharedfiles/filedetails/?id=1303531223


"Notification Party"
"*aggressive loud noise notification growling*"

Same rules as a normal game. Except that every survivor must constantly run, as well as committing to fast vault EVERY window and pallet. You may stand still and crouch, but have to get up and run to move again. Survivors who escape win, and survivors that die lose.

Killer Set
  • Because of the primary gamemode factor, Killers are not allowed to use tracking perks of ANY kind. This includes Whispers, Nurse's Calling, Barbecue and Chili, Predator, etc...
  • Doctor is highly recommended to fulfill the experience.
  • Other than that, there are no restrictions to Killer.

Survivor Set
  • Because of the primary gamemode factor, Survivors are not allowed to use perks related to stealth, scratch marks, or fast actions. This includes Urban Evasion, Quick and Quiet, Lightweight, Dance with Me, etc...
  • Other than that, no restrictions

Challenge Mode

Throw down all the pallets! Who needs 'em?

I-Want-to-Die Mode

When a skillcheck comes, you have to miss it no matter what. This does not effect snapping out of it.
"Raw Meat Mode"
"No one's safe anymore!"

The rules are simple. No perks, no add-ons, no offerings. Absolutely nothing. This applies to the Killer and survivors. Play the game normally from there. Ideally, this gamemode is supposed to be as vanilla as possible.
"Red Light"
"Green Light!"

[Recommended with Voice Chat]

Yet another childhood classic. A long, spacious map should be chosen, such as Wrecker's Yard, Suffocation Pit, and Coal Tower.

If you don't know what Red Light, Green Light is, words cannot express my disappointment. Perhaps you had a childhood of all work and no play. Or perhaps you're foreign, and this game goes by something else, like "Statues." Either way, we are legally inclined to give you the ruleset for each gamemode.

All survivors start at the far end of the map, equal distance from the starting point. The Killer can stand however far away they'd like, but the survivors should still be visible. To start the game, the Killer turns their back, and says, "green light." All survivors begin moving towards the Killer. At random intervals, the Killer turns back around and says, "red light!" When the Killer turns around, all survivors cease movement. Any survivors caught moving after the Killer turns their back gets chopped. The Killer repeats the red light/green light cycle, until one survivor is standing, or a survivor reaches the Killer.

Killer Set
  • Huntress is a good Killer, since she can attack from a distance
  • Stand a visible distance away from the survivors

Survivor Set
  • Everyone starts at the same distance/starting point
  • Survivors can either walk or sprint
"RPG Mode"
"Killer used SLASH!"

This gamemode has potential to have A LOT of different mechanics. If you have any ideas, definitely suggest them in the comments.

In this gamemode, each survivor will choose a role. Roles are specialized classes with a set of perks and a specific item, with additional benefits and downsides to best fit a certain category of actions. Survivors may reveal their roles to eachother, but should not towards the Killer in order to strategize against him! Additionally, if the Killer can read a survivor out of their role, they can prioritize targets in order to succeed!

By default, all survivors have specific actions they can do and can't do, unless otherwise stated. Restrictions and additions are made in order to influence a certain playstyle for each role. All specific actions are given in each role description. If a role has more than one perk, it's your choice on which ones you bring, but you are limited to only those perks.

Roles

Mechanic
- Intricate wires and electricity dances upon your fingers. Your main ability is to repair generators at quick speeds. However, you are left somewhat vulnerable to the killer, unless protected by teammates. Additionally, your devotion is set and cannot be unmoved. You can no longer unhook survivors or cleanse totems.

Perks include: Dark Sense, Deja Vu, Detective's Hunch, Spine Chill, Stake Out, Technician

Item: Any toolbox

Hero
- You will put yourself in any situation, as long as your friends are safe. Your main ability is to unhook, heal, and protect survivors. However, you put all your focus into only the others, losing your care for other things. You can no longer repair or cleanse totems.

Perks include: Bond, Borrowed Time, Botany Knowledge, Empathy, We'll Make It

Items: Any medkit

Evader
- Your keen senses allow you to evade and track the killer with ease. You have increased stealth against the killer, and gain several tracking abilities. You can also repair generators. However, you are riddled with the fear of being caught. You lose the ability to unhook and cleanse totems.

Perks include: Alert, Calm Spirit, Premonition/Spine Chill, Urban Evasion

Items: Skeleton Key

Evoker
- Fear is of your least concerns. Your main goal is to pursue the Killer, with certain perks to increase chase duration. You also gain the ability to cleanse totems and sabotage hooks. However, your developed attitude makes you believe that generators are for losers. You lose the ability to repair.

Perks include: Any single exhaustion perk of your choice, Object of Obsession, Small Game, Windows of Opportunity, Saboteur,

Items: Any flashlight

Survivalist
- No matter the situation, you will live to see another day. You have high survivability compared to other survivors, as well as additional perks to help you escape chases. You also can repair generators. However, you only care about your own safety, rather than your teammates. You can no longer cleanse or unhook.

Perks include: Boil Over, Dance With Me, Hope, Iron Will, Quick and Quiet, Self Care, Unbreakable

Items: Any toolbox or medkit

Leader
- You know a thing or two about team building. Your primary ability is to increase action speed, aura reading, and efficiency of other survivors. Additionally, you can perform any action except for cleansing totems and sabotaging. A good Leader stays with their teammates in order to survive.

Perks include: Bond, Leader, Open Handed, Streetwise, Up the Ante, Vigil

Items: Any toolbox or medkit

Survivor Set
  • All that's necessary is that you follow the role that you choose. For a fun and authentic experience, don't go against the rules.

Killer Set
  • In the future, we may have roles for the Killer as well. It's based on if the audience agrees, however.
  • For now, no Franklin's Demise. This is to keep survivors true to their roles.

Challenge Mode
- Unlocks the Satan role for Survivors. The Satan Role can use any exhaustion perk, Decisive Strike, Borrowed Time, and Self Care. They can also perform any action and bring any item.
"Sandbag Olympics"
"GET THE ♥♥♥♥ OUTTA MY WAY!!"

Before the game begins, the map should be set to an enclosed or small map. The Game and Lery's Institute are optimal for this gamemode, but you can take your pick.

The Survivors will all run Bond and Empathy, along with two other non-exhaustion perks of their choice. The main goal for the survivors, and the primary factor of the gamemode, is that they all must sandbag eachother as relentlessly as possible. With the two required perks, survivors can easily find one another in order to screw eachother over.

On the Killer's side, the killer will be playing as Myers, running the Vanity Mirror and Judith's Tombstone (AKA Burger King Myers). This ensures a very slow movement speed, meaning that hits are likely to come from sandbagging. Killers will play as if it were a normal game from this point.

Once someone is hooked, another survivor must unhook them to keep the matches fair. Healing is optional, however. People who get hooked for the 3rd time lose, and whoever is the last man standing wins the match.

Killer Set
  • Play as Myers, running Judith's Tombstone and Vanity Mirror

Survivor Set
  • Bond and Empathy as perks, along with two other non-exhaustion perks
  • Sandbag eachother ruthlessly
  • When someone is hooked, kindly unhook them. Healing is optional.
  • You don't have to do generators.

Sandbagging
  • Obviously try to sandbag when someone is in a chase, in order to get them hit
  • Dropping pallets and blocking windows is also allowed
  • Lockers are a death sentence depending on how well you can mash space.
  • The only kind of sandbagging that isn't allowed is blocking someone in a corner

Alternative
When it comes to the final 1v1 against survivors, who ever get hooked first loses. There is no longer a need to save or die on hook.

Challenge Mode
Killer runs Make your Choice and Devour Hope. Survivors cannot cleanse the totem.
"Slug Racing Championship"
"Crawl like you mean it!"

Based around the infuriating tactic of slugging, it is now the Killer's only choice. All survivors are fitted with the perk Unbreakable, as well as three other perks of their choice. Other good survivor perks for this gamemode include Tenacity and Self Care. The Killer may choose any perks of his choice.

In this gamemode, the goal for the Killer is to down all survivors simultaneously. Hooking is prohibited, as is killing survivors directly. Survivors can bleed out, and this will not count as a penalty. In order to succeed, all survivors have to be either slugged or bled out.

Meanwhile, the Survivors do their best to stay alive via teamwork and the Unbreakable perk. Since the Killer cannot kill survivors, those left on the ground are safe and must be helped up. The survivors's goal is to complete a set amount of generators (3/4/5 based on challenge).

Killer Set
  • Any perk set, any Killer
  • Only down survivors. Hooking and Mori offerings are not allowed.
  • Don't 'guard' downed survivors. Cause that's just uncool, man.

Survivor Set
  • Unbreakable, and perks to help with slugging/healing
  • As a tip, Unbreakable should be used as a last resort, incase no other survivor is near to heal you.

Alternative
Rather than using Unbreakable, all survivors use No Mither. Unbreakable can still be used in conjunction. This allows for easier recovery, but survivors are left more vulnerable.

Frenzy Mode
The Killer runs any hex perk of their choice, and the survivors all can use Soul Guard, allowing them to fully recover from the dying state, as long as they are cursed. However, if survivors cleanse the hex, they forfeit their ability to recover endlessly.
"Toolbox Hide and Seek"
"Where'd he go?!"

Before the trial begins, one survivor must bring a toolbox. All other survivors cannot bring items of their own. Additionally, everyone must dress absolutely identical.

Once the trial begins, all Survivors meet up in the middle of the map, or in the Killer Shack if preferred. The Killer has to face away from the toolbox, preferrably facing a wall. Amongst the Survivors, one of them must choose to pick up the toolbox. This is best discussed over a voice chat with the Killer deafened.

Once a survivor picks up the toolbox, everyone has to hide as quickly as possible! The preferred amount of time is 2 minutes, but you are free to change this. Alternatively, every survivor gives a 'ready' mark once they are in a good hiding spot.

If the Killer finds two other Survivors not wielding the toolbox, the Survivors win. If the Killer finds the toolbox carrier before he finds 2 other survivors, the Killer wins.

Killer Set
  • Any killer goes!
  • Once you find a Survivor, it's best just to injure them for convenience, to mark that you've found them. The only rule is you cannot kill or sacrifice survivors.

Survivor Set
  • No lockers
  • No completing generators (unless it's in order to get rid of stillness crows)
  • Try not to be in an obvious spot. If you run directly into the killer, you're counted as disqualified, and the Killer receives no penalty for 'finding' you.
"Trap Roulette"
"Who's it gonna be?.."

This one should be obvious. The Killer plays as Trapper, running the Iridescent stone and a Trapper Bag as add-ons. Then, everybody meets up in the basement.

The Killer should place four set traps down in the basement (five if he wants to play as well). Once all traps are placed, each survivor chooses a bear trap, disarms it, and stands on it. If the Killer would like to play, a survivor will have to gladly volunteer to disarm his trap for him.

Now we play the waiting game... Who's it gonna be? Not necessarily the most serious of gamemodes, but can be a fun minigame to single out your friends. You can go by your own rules, but usually the one person who gets trapped last wins.

Killer Set
  • Play as Trapper
  • Iridescent Stone and, preferably, Trapper Bag

Survivor Set
  • Once every trap is set, everybody should disarm their trap around the same time. This can be done by using a voice chat, or the Killer can swipe their weapon.
  • No turning back. Stand on your trap and stay there.
Credits
Sterling, the creator of the guide "22 things to do instead of genrushing," was the majority of inspiration for making this guide. Many of the gamemodes are from her guide, I just extended onto the rules for a better understanding of the gamemode, and to balance each to be fair.

Her guide is here: https://steamcommunity.com/sharedfiles/filedetails/?id=1350972307

All of my friends also deserve credit, for helping me play, test, and come up with each gamemode. Cheers to The Little Dipper (Adine), Wolf, Luke, Shrekles, and Potato for everything!

If you have any ideas or recommendations, add your thoughts into the comments! Your gamemode will be credited with your name on it.

Gamemode Credits
Lazuli-Heart - "Locker Roulette"

Rules and Balance Credits
Pink n' Communist

15 件のコメント
wii 2024年11月15日 2時56分 
I rlly like these kind of KYF ideas, but some of this are outdated such as Ghostbuster since we can't lightburn killer anymore. but most of this are so fun playing with friends. My fav mode are Freeze tag and Hot or Cold. I'd love if you come up with some new modes. Thx!
♛ Wieczny Silver ✞ 2023年7月20日 7時22分 
good job friend :peace_hoi::Perseverance:
bong water 2019年1月9日 3時53分 
hahhaha I love this! Great ideas you guys have in here. I'll definitely try some with my friends. KYF now actually has a purpose besides testing out controls/key binds lol.
bong water 2018年12月19日 17時27分 
Kinda like the hex gambling, maybe gen gambling?
The killer runs a shroud of separation, and every survivor runs to a gen and does it ASAP. The survivors bet on who will get theirs done first (no gen perks). Survivors cannot work on a gen together and once they find a gen that is not occupied they MUST start it. They don't have to signal how close they are to the gen being done, or if they miss skillchecks. The killer should play Nurse/Hillbilly/any high mobility killer so they can check what gens are being done and who is doing it. The killer should make survivors place their bets when any gen worked on has reached 60-80%, so it's fair and a survivor cannot tell if the gen he was talking about was the furthest one. Once a gen pops, the killer reveals whose it was and you get to see results. And yes, you can purposely fail skillchecks as a survivor and throw people off by making them think your progression is high/low.
Mem  [作成者] 2018年11月15日 8時55分 
Cheers bro, ill drink to that. gamemode added with your name credited
Lazuli-Heart 2018年11月14日 23時54分 
I have a game I really wanna try out, it's Basement Locker Roulette
All the survivors go into the basement and hide in a locker, and then the Killer comes and opens up the lockers of their choice. They put the survivors on hooks once they grab them, and you aren't allowed to save. When AFK crows start to appear, the killer leaves and the survivors dispell them before re hiding. Last left alive wins.
BlackSapphire 2018年10月18日 15時27分 
I got an Idea for a Hide and Seek Game with the Huntress ^^ The best Map would be the Red Forest (you can use any other map if you want to). The Huntress is using insta Hatchets and can only hit you with those Hatchets. When you are downed you get moried. Of Course before the Round Begins everyone has to be hooked first.
C U N T 2018年8月3日 21時17分 
this is amazing
rat 2018年7月27日 6時25分 
god bless ya
TTV/Itachi_Siller 2018年7月25日 18時32分 
Thank you!:thehook::steamhappy: