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Recap / Are You Afraid Of The Dark Season 6 The Tale Of The Zombie Dice

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"A wager is a wager."
Quinn and Andy carry an armchair towards the campfire. Already by the campfire is a sofa, upon which lounges Megan. In the stone chair, Vange introduces tonight’s story: a tale of a game. Whereas most games offer the option of playing again, this one… doesn’t. Submitted for the approval of the Midnight Society, she calls this story "The Tale of the Zombie Dice."


On a classroom table, Tate, flanked by admirers, lays several cards on the table, and invites Andre to pick the queen. Andre tries and fails. Alex warns against Tate’s recklessness. Tate disdains Alex’s cautiousness.

After school, they visit video game arcade Click's Emporium. At the bar, Alex’s brother Patrick unfavourably contrasts Alex to Tate. Tate, groupies in tow, saunters over, and invites risk-wary Alex to take a bet that the bar, set to close at six, will instead close at seven. Even with seemingly insurmountable odds in his favour, Alex can’t bring himself to accept.

As their party leaves Mr Click, approaches Alex, and commends his cautiousness. He turns to Tate, and offers a worthier opponent: himself. If Tate wins, he’ll get a year's run of the Emporium - if he loses, Mr Click will take... his thumbprint. Mr Click names his game: Zombie Dice.

In a spacious office, Mr Click leads Tate to a pool table, and produces two large, white and red dice, each of which bare a red skull. If, out of three tries, a rolled die land even once on a skull, the game is lost. If not, then it’s won. Alex rolls - and the die land on blanks. And again. But the third roll lands on a red skull.

In a corner of the room, Mr Click presses a button concealed in the mouth of a wall-mounted gargoyle. A set of shelves slides leftward, revealing a secret passage. Mr Click directs Tate inside, and to place his thumb on a pedestal.

Down some steps, Tate arrives in a warehouse, and is suddenly faced by Klimbo, who, with a grunt, directs Tate to the square pedestal. Onto a yellow-glowing disc, Tate presses his thumb - which, he finds, is stuck in place.

The glow from the disc pedestal brightens. Tate’s body neatly fades from view. On the side of the pedestal, Mr Click opens a small square door. Behind bars, in a small chamber, is a three inch high Tate.

Some time later, Alex and Patrick arrive at the Emporium. In the empty foyer, Alex tells Patrick to stay at the empty bar. In Mr Click’s office, he finds Tate’s jacket. In the warehouse beyond, his path is barred by a Klimbo. By a towering stack of crates, Alex backs into a closed metal gate. Klimbo corners him. On one of the crates, Alex sees a metal box with a barred door, behind which, three inches high, is Tate.

Mr Click arrives, gloats of his ownership of Tate’s thumbprint. Alex backs away. Mr Click scorns his cowardice. Alex asks what he plans to do. At the pool table, Mr Click introduces the Zombie Dice, and offers a gamble of Alex’s thumbprint for Tate’s freedom. Alex hesitates - and counter-challenges Mr Click to roll with him. Mr Click agrees - and wins. Klimbo seizes Alex, and proceeds to drag him off. Desperate, Alex proposes double or nothing - with a different game, in which the prize is Alex's brother.

From across the bar, Patrick slides three glasses, two pints, one small, of soda.

Alex wagers his ability to drink two large mugs before Mr Click drinks the small glass - but with a head start, and prohibition of touching each other's glasses. Mr Click makes it three glasses; in which case, the stakes include his own thumbprint.

Patrick fetches a third pint glass. Alex leisurely downs his first mug of soda. He finishes, lowers his pint mug - and places it, upside down, over Mr Click's. Alex finishes his second glass. He and Patrick high-five.

Mr Click hurries through the back, into the secret warehouse. He orders Krimble to get the truck - but Krimble advances menacingly...

With Alex having found the gargoyle switch, he, Tate and Patrick file into the warehouse, and are dazzled by a white light, which quickly fades. Krimble approaches. From the pedestal, he takes the small box.


With both the story and new furniture well received, most of the Midnight Society leave Quinn to doze on the sofa.

This episode provides examples of:

  • Absurdly High-Stakes Game: In desperation, Alex bets both his own and his brothers freedom. Likewise, Mr Click bets his.
  • The Ace: Tate’s daring sportsmanship is widely admired.
  • Did You Just Scam Cthulhu?: For his own, his brother’s and Tate’s freedom, Alex challenges Mr Click to a non-alcoholic Drinking Contest - which, by a rule against touching each other’s glasses, Mr Click is rendered unable to win.
  • Drinking Contest: A non-alcoholic variant is proposed by Alex.
  • Fixing the Game: Alex, via a rule which forbids touching each other’s glasses.
  • Human Pet: Losers of Mr. Click's game are shrunken down to the size of dolls and sold as pets to wealthy buyers.
  • Incredible Shrinking Man: Via taking a thumbprint sample, Mr Click’s pedestal.
  • The Smart Guy: Alex proposes a contest whose rules unexpectedly prevent Mr Click from winning.
  • This Cannot Be!: Mr Click is not happy about being scammed.

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