This reference explains what Dread is and how to use Nondum as a card-based tension mechanic.
Use this reference at a physical table or in the Inflict.io Live Room.
The official rulebook contains the complete game, more examples, and detailed Host guidance.
Watch Dread in play
See how the tower changes the table.
Wil Wheaton runs Dread for Laura Bailey, Molly Lewis, and Ivan Van Norman in this 2015 TableTop episode. Watch character questions and tower pulls build pressure at the table.
Dread is a role-playing game of horror and suspense. One participant is the Host. Each other participant controls one main character.
Nondum is the tension mechanic for this form of play. Its shared deck makes danger increase across the whole group.
Core vocabulary
A pull is Dread's unit of risk. A player resolves one pull by drawing one card from the Nondum deck.
Before the session
Choose one participant to be the Host.
Select a scenario and prepare one questionnaire for each character.
Prepare the complete 60-card Nondum base deck.
Agree on content limits and a clear way to pause the game.
Make sure that any participant can leave the session without pressure.
Review all questionnaire answers before play.
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Host and players
The Host
Present the world
The Host prepares the scenario and describes the world around the main characters.
The Host controls supporting characters, reveals consequences, and decides when a pull is necessary.
The players
Control the characters
Each player decides what their character says, attempts, and believes.
A player uses questionnaire answers to explain capabilities, knowledge, fears, and relationships.
The shared result
Follow the fiction
Nondum determines whether a pull is safe or lethal. The Host describes what that result means in the story.
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Create characters with questionnaires
Dread characters do not need numerical attributes. Their answers tell the group what they can do and why they face the danger.
The Scenario Manager supports up to thirteen questions for each character. Each player answers one private questionnaire before the session.
For the Host
Connect each character to the scenario and to at least one other character.
Ask about useful abilities, limits, fears, habits, and important possessions.
Use leading details only when the scenario requires them.
Leave important personal choices for the player.
Ask for revisions when an answer conflicts with the scenario or another approved answer.
For the player
Create an interesting person instead of a perfect survivor.
Give each answer a reason, even when the form does not ask for one.
Ask the Host for more information when a question is unclear.
Keep private facts secret until the story reveals them.
Introduce only the details that the other characters can know.
An Example Questionnaire
The Responsible One
Everyone expects you to keep the group together when plans fall apart. You are dependable, observant, and carrying one mistake you cannot let them discover.
Why does everyone expect you to have a plan, even when you are as lost as they are?
Which member of the group do you feel most responsible for, and what promise did you make them?
What ordinary danger frightens you more than any ghost story, and why?
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Prepare Nondum
The base deck contains 53 Endure cards and seven Death Omens. Optional bonus cards can join this deck before play.
Use every card in the 60-card base deck.
If you use bonus cards, add the selected cards now.
Shuffle the complete deck without arranging or seeding any result.
Place the deck face down where each player can reach it.
Give each player space for a visible card pile.
Set each character to living and set the first pull to 1.
Next pull1 + all cards held by all players
Count Endures, visible Death Omens, and bonus cards in all player piles. Cards held by dead characters still count.
Returned Death Omens no longer count. The Inflict.io Live Room calculates the pull number for the group.
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When the Host calls for a pull
Call for a pull when a character can succeed, but danger or limited experience makes the result uncertain.
No pull
Grant the clear result
If the action is routine for that character, describe success without a draw.
Call a pull
Put uncertainty at risk
If capability and danger can change the result, ask the player to face Nondum.
No pull
State the limit
If the action cannot work, describe the failure or ask for a different approach.
The Host decides how many pulls an action requires. One pull fits a single risk. Several pulls fit separate stages of a difficult task.
Before the first draw, state what success can accomplish. If the character lacks information, the Host can keep the exact hazard secret.
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Resolve a pull
State the attempted action and the number of required pulls.
Let the player choose whether to draw or refuse.
If the player draws, reveal the top card.
Resolve the card with the current pull number.
Keep each resolved card face up unless section 10 returns the Death Omens.
After a safe card, update the pull number.
If more pulls remain, resolve the next card separately.
Card
Condition
Result
Endure
Any pull
The draw is safe and completes one pull.
Death Omen
Pull is less than its number
The draw is safe and completes one pull.
Death Omen
Pull equals or exceeds its number
The draw is lethal. The character dies.
Death Omen
The player is Marked
The draw is lethal at every pull number unless Nondum protects the player.
Death Omen
The player holds Nondum
The draw is not lethal. Discard all of that player's Nondum cards, even if the omen was below its lethal number.
14+16+18+21+23+29+36+
Each Death Omen shows one of these activation numbers.
A red card is not always lethal
Compare its printed number with the current pull. A Death Omen below its activation number is safe unless the player is Marked.
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Refuse or volunteer for a pull
Refuse a pull
A player can refuse before drawing. The attempted action fails, but the refusal alone cannot remove the character from play.
If time permits, the player can change the circumstances. Help, better tools, or a slower approach can remove or change the pull.
Once a card is visible, resolve it. A player cannot return the card or refuse its result.
Volunteer for a pull
A player can request a pull without a prompt from the Host. The player first states the desired effort, insight, luck, or advantage.
The Host decides how a safe draw affects the story. Every accepted voluntary pull must give the character a useful result.
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Complex tasks and character conflicts
Complex tasks
Divide a complex task into important stages. Each pull must represent one stage, obstacle, or added danger.
Before each draw, the player can choose which unfinished stage the pull covers. Dependent stages must occur in a sensible order.
If a player refuses a later pull, only the unsupported parts fail. The Host preserves completed work when the fiction permits it.
Conflicts between characters
Resolve most disagreements through conversation and established character details. Use pulls only when a player escalates to a risky decisive action.
State the intended result against the other character.
Keep that result short of removing the target from play.
Resolve at least one pull for the character who starts the conflict.
After a safe draw, let the target accept the result or draw to resist.
After a safe defense, let that player stop or draw again to retaliate.
Continue until a player accepts, refuses, or draws a lethal Death Omen.
The Host can change the number of pulls for a clear advantage. The character who starts the conflict must face at least one pull.
09
Death, the Final Rite, and Heroic Sacrifice
A lethal Death Omen
A lethal Death Omen kills the character. It does not determine the exact events of the death.
Stop all remaining pulls unless the danger transfers to another character.
Keep the lethal Death Omen visible.
Give the character one Final Rite that fits the scene.
Let the player describe final words or actions when the fiction permits them.
Let the Host decide how the established danger completes the death.
Do not start another pull before the Final Rite is complete.
Heroic Sacrifice
A living player can choose Heroic Sacrifice when the Host can require that character to resolve a pull.
Declare Heroic Sacrifice before drawing a card.
Do not reveal, remove, or replace the top card.
Let the character complete the action as the Host permits.
Kill the character and give them a Final Rite.
Continue with the current deck and pull number.
If a bonus card requires an immediate draw, complete that effect first. Heroic Sacrifice cannot cancel a pending bonus effect.
10
Return all seven Death Omens
A character's death does not reset Nondum. Leave every visible Death Omen in its current pile.
If all seven Death Omens are visible and a character lives, reset the Omens with this procedure.
Collect all seven visible Death Omens.
Add them to the remaining face-down deck.
Shuffle the remaining deck once.
Remove every Marked status.
Leave all Endure and bonus cards in the player piles.
Recalculate the next pull from all cards that players still hold.
Last character
If the seventh Death Omen kills the last living character, end the scenario. Do not return the Omens.
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Optional bonus cards
Bonus cards are optional Nondum rules. Select zero to five copies of each card before the session.
The rules and card previews are available to everyone. Adding bonus cards in the Inflict.io Live Room requires Survivor or Unlimited access.
Add selected bonus cards without removing a base card. Each bonus card counts as an Endure in addition to its immediate effect.
Bonus card
Immediate effect
Retempto
Keep this card face up. The same player immediately draws another card.
Call for Aid
Keep this card face up. Choose another living player to draw immediately.
Marked
Keep this card with the player. Every Death Omen they draw is lethal until the Omens return.
Premonition
View the top card. Return it to the top or move it to the bottom.
Read the Signs
View the top three cards. Return them to the top in any order.
Nondum
Live Room bonus card. Keep it face up for 1 point while held. The next omen you draw is harmless, even if Marked. Then discard all your Nondum cards. Other players' omens do not consume your protection.
If a required effect is impossible, ignore that effect. Complete all immediate effects before play continues.
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Host guidance
Call for pulls only when success is uncertain and failure matters.
Use questionnaire details before you decide whether a pull is necessary.
Make every safe draw accomplish something useful.
State the stakes before the draw when the character can understand them.
Use separate pulls for meaningful stages, not repeated copies of one risk.
Let a refused pull change the situation without killing the character.
Keep the story moving after both success and failure.
Pause all other action during a Final Rite.
Protect uncertainty. Never arrange, seed, or remove a Death Omen.
Dread gains tension from meaningful choices. Give players enough information to understand risk, then let them decide when to face it.
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Quick reference
Event
Action
The Host calls for a pull
The player draws one Nondum card or refuses.
The player refuses
The action fails. The refusal does not kill the character.
An Endure appears
The pull is safe. Keep the card and continue.
A safe Death Omen appears
Keep the card and continue.
A lethal Death Omen appears
Kill the character and give them a Final Rite.
A player chooses Heroic Sacrifice
Draw no card. Complete the action as the Host permits, kill the character, and give them a Final Rite.
All seven Omens are visible
If a character lives, return the Omens and recalculate the next pull.
Next pull1 + all cards held by all players
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Official game and credits
Dread was co-written by Nathaniel Barmore and Epidiah Ravachol. The Impossible Dream publishes the game.
Inflict.io is an independent third-party companion. It is not affiliated with or endorsed by the creators or The Impossible Dream.
This page describes the Dread game system in original language for use with Nondum.