Sally Face board game: Setup Guide, Rules & Tips - Merch

Sally Face board game: Setup Guide, Rules & Tips

Learn how to set up Sally Face: Strange Nightmares, resolve mysteries, manage corruption, and improve your cooperative strategy.

2026-08-17
Sally Face Wiki Team
Quick Guide
  • Sally Face board game: A cooperative adventure for 1–5 players.
  • Core objective: Solve each story before corruption overwhelms the group.
  • Turn flow: Reveal cards, refresh charges, roll dice, act, then pass the dice.
  • Main threats: Enemies, curses, sanity loss, ghost status, and rising corruption.
  • Best habit: Coordinate movement and dice spending before committing progress.

Sally Face Board Game Overview and Setup

Sally Face: Strange Nightmares is a cooperative tabletop adventure based on the Sally Face universe. In the Sally Face board game, players investigate the Addison Apartments, solve mysteries, manage dangerous conditions, and progress through four stories. The game supports 1–5 players, is recommended for ages 13 and older, and usually takes 45–60 minutes per session.

Video Highlights:

  • How to arrange the apartment floors and starting components
  • The five phases of an active player’s turn
  • Mystery resolution, enemy encounters, and corruption
  • Solo mode setup using friend cards

The base setup uses five apartment boards placed in order, with the lower floor at the bottom and Floor 5 at the top. Each player selects a character, takes the matching character board and standee, and places their character on the elevator floor shown on the board. Set each character’s health and sanity to 15 before starting.

Setup ElementStarting ArrangementPurpose
Apartment boardsFive floors in orderDefines movement locations and floor effects
Character boardsOne per selected characterTracks health, sanity, abilities, and objectives
Mystery deckFace down beside the apartmentsSupplies investigations and danger
Item deckFace down beside the apartmentsProvides useful equipment
Corruption trackToken begins at zeroMeasures the group’s mounting threat
Story deckStory cards in ascending orderControls narrative progression
Dice and tokensWithin reach of all playersSupports actions, enemies, and status effects

Choose the first player using the game’s thematic starting rule, then begin with Story One. Story cards should remain in ascending order rather than being shuffled. When a story introduces new mystery or item cards, shuffle only those additions into their matching base decks.

Story Cards

Read these aloud and follow their instructions from top to bottom. Arrows, stop symbols, and continuation conditions control the narrative.

Mystery Cards

These appear during play, occupy apartment locations, and require progress cubes or special effects to resolve.

Finale Cards

Keep these face down until the story directs the group to prepare or resolve a finale.

Setup Tip

Keep story cards, mystery cards, and finale cards in separate areas. Clear card organization makes the story flow easier to follow.

Turn Structure and Dice Actions

Every active turn follows the same five-part rhythm. Learning this sequence prevents missed effects and helps the group plan around limited dice.

1

Reveal the Next Card

Draw the next story or mystery card as directed. Read story text aloud, check any matching rune effects, and place new mysteries at their listed locations.

2

Refresh Charge Tokens

Refresh available charge tokens on your character board. Charge tokens power certain items and character abilities, so track them before rolling.

3

Roll Ability Dice

Roll the six ability dice along with any applicable character die. Demons are locked immediately and cannot be rerolled. You may reroll non-demon dice up to three times.

4

Take Actions

Spend dice to defeat enemies, solve mysteries, move, activate items, or use floor abilities. These actions may be performed in any order.

5

Pass the Dice

End the turn when you are satisfied with your actions. Unspent dice and unused charges are allowed, then pass the ability dice clockwise.

The dice are the central resource in the Sally Face board game. Arcana, intellect, and might help solve mysteries and pay for abilities. A character’s specialty icon counts as that character’s matching result, while the Sally Face symbol works as a wild result.

ResultMain UseImportant Rule
ArcanaMysteries and abilitiesSpend when a card requires the Arcana symbol
IntellectMysteries and abilitiesUseful for investigation-focused requirements
MightMysteries and abilitiesOften supports physical challenges
Character specialtyMatching character skillCounts as the character’s listed specialty
Sally Face symbolWild resultCan represent any required result
DemonCurse trigger and costsLocked on the die; three demons trigger the active curse
Health or sanity iconRestore or reduce a statusResolve immediately when rolled
Movement resultTravelSpend one die to move to another location

Before placing progress cubes on a mystery, defeat enemies blocking the route. A mystery’s requirement shows which results must be spent. Each matching die usually adds one progress cube. When the number of cubes reaches the requirement, discard the solved mystery and return its cubes to the supply.

Watch the Demons

Demons cannot be rerolled. If three appear during a roll, resolve the active character’s curse before continuing with the rest of the turn.

Do not feel pressured to spend every die. Saving a useful result can be better than placing one progress cube if another player is positioned to finish the mystery next turn.

Mystery Management and Corruption Control

Mysteries are the main investigation system. When a mystery is revealed, first check the rune in the upper-left corner against other mysteries already in play. Matching runes can trigger effects across the apartment, including corruption, enemy placement, health loss, or movement of another mystery.

After resolving rune effects, place the new mystery in an empty space on its listed floor. A mystery showing question marks may be placed at a location of the active player’s choice. If the destination floor is full, one existing mystery must fail. Remove its progress cubes, apply its corruption penalty, discard it, and place the new card.

Mystery SituationRequired ResponseStrategic Concern
Matching rune appearsResolve all matching rune effectsSeveral effects may chain across floors
Listed floor has spacePlace the card in an empty locationConsider enemy access and player movement
Floor is fullFail one current mysteryChoose the lower-priority penalty carefully
Mystery has question marksChoose its locationUse placement to reduce travel costs
Progress meets requirementDiscard the solved mysteryReturn progress cubes to the supply
Story condition is completeDraw the next story cardFollow stop and continuation symbols

Corruption is the group’s long-term danger. It can increase from rune effects, failed mysteries, curses, and other card instructions. Consecration offers temporary protection: place it over the corruption token, then remove it the next time a single source would cause corruption.

Players should coordinate around three questions before acting:

  • Which mystery is closest to being solved?
  • Which enemy is preventing access to a useful location?
  • Can the group avoid triggering an additional rune or curse this turn?

Solve Efficiently

Combine wild results and character specialties with matching ability dice to complete high-value mysteries sooner.

Control Movement

Move only when the destination supports the current objective. Unnecessary travel consumes dice that could add progress.

Protect the Track

Use consecration when a large corruption penalty is likely, rather than spending it on a minor increase.

Best Group Habit

Before the active player rolls, discuss the priority mystery, the safest route, and which character can use the resulting dice most effectively.

Health, Sanity, Ghosts, and Solo Play

Health and sanity are separate survival tracks. When health reaches zero, the character becomes a ghost. When sanity reaches zero, the character becomes insane. A character may have both conditions at the same time.

The group loses if every player becomes either a ghost or insane. A ghost or insane character remains involved, but must roll the appropriate additional die on that character’s turn. If a ghost would lose health, that character suffers corruption instead. If an insane character would lose sanity, that character also suffers corruption instead.

StatusTriggerOngoing RuleRecovery
Healthy and saneBoth tracks above zeroUse normal turn rulesMaintain both tracks
GhostHealth reaches zeroHealth loss becomes corruption; roll ghost dieRestore health above zero
InsaneSanity reaches zeroSanity loss becomes corruption; roll insanity dieRestore sanity above zero
Both conditionsBoth tracks reach zeroApply both status rulesRestore the relevant track above zero
Group defeatAll players are ghost or insaneThe current game is lostAvoid simultaneous collapse

Solo play uses friend cards to represent additional support. After choosing a character, remove that character’s friend card from the game and place the other four friend cards nearby. Give each friend an exhausted charge token, then activate one friend at the beginning according to the solo rules.

A friend can be activated by rolling three Sally Face symbols or two symbols matching the friend card. Active friends can provide unique abilities and may offer one free movement per turn through the shoe icon. Rolling three demons can deactivate one active friend, while a friend may also be exhausted to prevent corruption.

Before You Start:

  • Set every selected character's health and sanity to 15
  • Place the apartment floors, corruption track, decks, dice, and tokens
  • Keep story cards in ascending order and avoid shuffling them
  • Review each character's specialty, curse, item, and objective
  • For solo play, arrange the unused friend cards and charge tokens
Solo Mode Advice

Use friend activation as a timing tool, not merely emergency support. A free movement or unique charge ability can prevent several turns of inefficient travel.

Component Guide, Story Progression, and FAQ

The game includes four replayable stories and a large collection of cards, standees, dice, boards, and tokens. The upgraded Super Strange Nightmares edition adds enhanced components and additional content while retaining the same cooperative investigation foundation.

Component GroupIncluded QuantityFunction
Story cards107Drives the four narrative scenarios
Mystery cards24Creates investigations and apartment threats
Finale cards35Provides story-ending challenges
Item cards25Gives players equipment and tactical options
Floor ability cards15Adds location-based actions
Character boards5Tracks player abilities and status
Character standees5Represents player positions
Enemy standees18Blocks movement and creates danger
Ability dice6Generates action and mystery results
Progress cubes40Tracks mystery advancement
Ghost and insanity dice2 totalAdds pressure after status collapse

Play the stories in order during a first campaign. Each story can introduce additional setup instructions, new mysteries, enemies, floor abilities, or passive effects. Read every story card carefully, especially cards with a stop symbol. A stop symbol means the group pauses story-card draws until the listed continuation condition is met.

For the official product description and current edition details, visit the Sally Face: Super Strange Nightmares product page.

Q: How many players can play the Sally Face board game?

Sally Face: Strange Nightmares supports 1–5 players and includes solo rules using friend cards.

Q: How long does a game take?

The listed play time is approximately 45–60 minutes, although a first story may take longer while players learn the rules.

Q: What happens when a character reaches zero health?

The character becomes a ghost. Health loss is replaced by corruption, and the character must roll the ghost die on future turns.

Q: Can players solve mysteries in any order?

Players may choose which available mysteries to pursue, but enemies, locations, rune effects, story conditions, and required dice influence the best order.

Campaign Tip

Keep a short record of unresolved story conditions and recurring effects between sessions. This helps the group resume play without overlooking a stop symbol or passive rule.