Carny
Island
An adult Halloween party game invented by Nightmare creator Brett Clements. A physical cemetery board links to smartphones used as playing pieces, portals and weapons inside Crookwood.
“Up to 12 adults gather around Crookwood, rob graves for body parts, valuables and anomalies, build zombies before sunrise, and use their phones to attack, defend and survive nine lives while Uncle Shrift runs the yard.”
A board game, a film, a live show and a mobile game—all at once.
From Nightmare creator Brett Clements comes Carny Island — a Halloween party game of grave-robbing, zombie-building and demented comedy where smartphones become the playing pieces, portals and weapons, and Uncle Shrift runs the yard.
Comic 2D schlock horror: irreverent, grotesque and darkly funny, but governed by consistent systems rather than randomness.
Carny Island makes death, danger and decay playable. Its humour can be grotesque and its theatre excessive, but the world must remain legible, cumulative and internally consistent.
The grave is a machine you dismantle.
These drawings are not decoration. They map the player's route from a disguised surface, through the Gravebox and its spoil, to the Deaden below.

The turf and cemetery surface conceal a constructed Gravebox beneath.

The grave becomes a vertical obstacle course of fill, debris, tools and bad decisions.

The corpse is the destination—and the beginning of its life story, loot and consequences.
A corpse with a biography.
Before Vinnie was code, he proved that robbing a grave could open a life.
Every key deaden beneath a blue headstone has a life story. As a grave is robbed, animated flashbacks turn Vinnie the Pig, Cybil Munt, Marley the Bobster, The Claw and others into episodes inside the larger game.
His route connects public news, ridiculous death, the coffin and mausoleum, the Gravebox, the robbery and whatever the player chooses to make from what remains.




Beyond point and shoot.
Carny Island is not a point-and-shoot game. It explores the operating ideas of traditional entertainment genres and fuses them into a single playable performance.
The suspense and revelation of cinema
The shared ritual and physical geography of a board game
The direct address and audience control of television hosting
The running commentary and tribal energy of live sport
The archetypes of gangster films, slashers, funerals, cartoons and rock performance
The responsiveness, private viewpoint and weapon logic of a mobile game
Every key deaden beneath a blue headstone has a life story. As a grave is robbed, animated flashbacks turn Vinnie the Pig, Cybil Munt, Marley the Bobster, The Claw and others into episodes inside the larger game.
The board locates the body, the phone opens the scene, the film supplies memory and performance, the rules turn it into consequence, and the players complete the show together.
The game was played in art before it was coded.
















player
The Villain is a three-foot resurrectionist seen in silhouette: small enough to turn an emptied four-foot grave trench into shelter.
objective
Enter Crookwood at night, rob graves for bodies, valuables and anomalies, and travel deeper through six stages before the ninth death or sunrise.
stage Law
Each stage is a theatrical machine with a readable navigation hazard, harvestable things and a route toward the Bulge and Uncle Shrift's cottage.
economy
Donuts become energy; bodies and valuables become trade; Dogma judges deliberate misuse; JooJoo carries remembered consequence without behaving like a running score.
persistence
Ordinary death spends a life, but tools, altered graves, harvested state and consequences can remain. The player returns without returning to innocence.
Swipe in the tool. Live with the result.
The interface is not a menu floating above Carny Island. Gloves, digging tools, exorcism gear and public-embarrassment weapons are the verbs of the performance.






What comes back needs something to wear.
The robbery does not end at the corpse. Bodies, parts and costumes carry the player's night forward into re-animation.

A survival system. An excavation system. A judgement system.
Sugar
Donuts become energy. Energy makes action possible; depletion creates vulnerability and death.
Excavation
Each grave is a tactile sequence of touch, reveal, reward and consequence.
DOGMA
Dogma judges deliberate tool misuse through damage, excess and proportionality. JooJoo remembers the player's sustained pattern without becoming a running score.
Death spends a life. It does not erase the deed.
Death spends one life and strips away immediate energy, but tools, harvested state and consequences can persist.
The ninth death ends the run and resets what the run law declares temporary.
The world outside changes the world inside.
New York time, KJFK weather, NOAA tides and the lunar calendar feed the theatre. The world outside the game changes the world inside it.
Systems before spectacle
The joke, shock or flourish must emerge from rules the player can understand. Spectacle is strongest when it has mechanical consequence.
Irreverence with structure
Nothing is sacred by default, but provocation is deliberate. Carny rejects random chaos and empty shock.
Death as resource
Death and the dead are inputs to the island's economy, memory and play—not merely a failure screen.
Cumulative escalation
Actions leave residue. Pressure builds, damage persists and the world remembers patterns rather than erasing them for convenience.
Physical and digital belong together
The tabletop board and mobile phones form one game. Phones are playing pieces and video portals, so physical and screen-based play must obey the same world law.
Coherence over comfort
Continuity outranks novelty. The world may be hostile or absurd, but it cannot casually contradict its own laws.
Written in the Bibles. Ruled by Brett.
Brett Clements' latest direction is final. The Archived Bibles on Carny Island 1 are the primary creative authority. Dated production records supply build facts only. Conversations and AI notes are research, never automatic canon.
- Part I — High ConceptNotion Carny Bible Part 1 · primary creative source
- Part I — Player PromiseNotion Carny Bible Part 1 · primary creative source
- Part IV — The Law of the JungleArchived Bible · canon world law
- Carny Island V2 Bible — Environmental Foundation2026 Bible · environment source with later production supersessions
- Carny Island One Pager — November 13, 2025Carny Island Archives / Marketing · latest dated marketing blurb; reconciled with later Brett rulings
- Brett Clements ruling — 2026-07-26Carny Island is a Halloween party game linked to a tabletop board, with mobile phones used as the playing pieces.
- Brett Clements ruling — 2026-07-27Brett Clements is a game inventor with a solid understanding of cinema. Carny Island is beyond point-and-shoot play: it explores concepts from traditional entertainment genres and fuses them.
