


The Slasher
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The FroGames Review
You play a card. Your partner plays another. A third is needed to complete the kit. But you can't tell them which one. And the killer is closing in.
WHAT IT IS
A campsite, a killer, and 30 minutes to survive
Katsunari Takahashi (designer and artist) takes classic trick-taking and turns it into a cooperative nightmare. The Slasher was released in 2025 by JELLY JELLY GAMES, bringing the atmosphere of 80s slasher films to the table: a full moon, cabins in the woods, and a blade glinting in the dark. The theme is not just cosmetic: every hand is a moment of escape, every trick an item that brings you closer to salvation or death.
At the table, you play cards under limited communication rules: you cannot say what you have in hand, and you cannot agree on a strategy. Win tricks to collect sets of item cards (flashlights, keys, radios). Completing three sets means escaping. Failing to complete them means the killer finds you. Every game lasts 15-30 minutes and ends with either a sigh of relief or a scream.
What they're saying abroad
This is the game that makes you realize how hard it is to survive when you can't shout 'run that way'
— FroGames
"The Slasher takes a familiar mechanism and makes it sweat"
The Slasher takes a familiar mechanism and makes it sweat
— Board Game Geek (community)
The Slasher
What you have to survive
Four elements that make the difference
Survival Deck
Numbered cards with item symbols: flashlights, keys, ropes, radios. Each complete set is a piece of the escape plan. But you can't say what you have in hand.
Campsite Locations
Each hand represents a location: cabins, pier, trail. The rules for the trick change: sometimes you have to follow suit, sometimes you don't. The killer decides for you.
Killer Track
A track that advances every time you fail a trick. Does it reach the end? Game over. It's the visible timer that makes you play the wrong cards out of fear.
Set Objectives
You must complete three sets of item cards to escape. Each set requires coordinated tricks. Communicating without speaking is the entire game.
Come si gioca
Video dimostrativo di gameplay.
🔪 The Slasher – Two survivors. A forest. And the feeling that someone is counting your steps.
A tense, trick-taking two-person cooperative: limited communication, changing conditions, and tricks that matter more than your composure.
At first, it seems like just a campsite. A quiet place, far from everything.
Then night falls. And you realize that silence isn't peace: it's waiting.
In The Slasher, there are two of you, and you have no time to argue. You only have time to understand each other. With little. With almost nothing.
Every hand is a held breath: you want the right grip to retrieve what you need to survive… but you know that forcing the situation could ruin your entire turn.
Here you don't play "to score points." You play to collect sets of cards as if they were real objects: a flashlight, an idea, a piece of courage, a way out.
And as you try to engineer your escape, the conditions change. They tighten. They corner you. They force you to choose between safety and risk, between control and intuition.
The most beautiful (and cruelest) thing is this: you don't really see the killer... but you feel him in every choice you make. Because when you make a mistake, you don't miss a shot. You waste time. And in the woods, time is a blade.
Cooperative trick-taking between two people: deduction, pressure, and reduced communication
The Slasher is a cooperative trick-taking board game for 2 , where every trick is a survival choice: You must collect sets of cards representing resources and tools useful for escape, while the game conditions become increasingly restrictive and tense. At the table, the challenge is coordination with limited communication, between deduction, risk management, and reading the other player. It's a perfect board game if you love intense, fast-paced and narrative two-player games, with a horror atmosphere and that constant feeling of “ok, this socket must be fine.”
What makes The Slasher unique at the tabletop
Instant tension, no downtime: every hand is a dark room.
You don't win "more tricks": you win the right ones, when they really matter.
Conditions evolve and force you to adapt your plan gradually.
You understand each other with minimal signals: reading the table and pure trust.
Often you know what you want to do… but you can't say it. You have to do it "well."
Fast, tense, narrative: it ends and you immediately want “another night”.
HEART OF THE GAME “Here the grip is not a point: it's a lifestyle choice”
The Slasher makes you feel hunted because it takes away the most comfortable thing: certainty. You'd like to plan everything, but conditions change. You'd like to talk, but you can't. You'd like to control, but you also have to trust.
Then you start playing truly in pairs: you prepare a gap, the other one goes through it. You give up a trick so as not to lose your turn. The other takes the risk because he understands that it is the only way out.
And when you succeed, you don't feel "good at cards." You feel alive.
The night is long. The cards are few. And every choice makes noise... even when no one speaks. 🐸

The Slasher
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