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BaHH WW TraitorsTome PDF

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0% found this document useful (0 votes)
125 views28 pages

BaHH WW TraitorsTome PDF

Uploaded by

Brandon Sharpe
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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TM & ©2016 Wizards of the Coast LLC.

All other trademarks are property of their respective owners. 300C0141000002 EN


Your Tellers of Terrifying Tales Director’s Cut
BY MIKE SELINKER

Peter Adkison founded the companies Bruce Glassco is an English professor F. Wesley Schneider is the editor- “Cut!” the crazy director bellows. “Cut! Cut! Cut! For TOKEN ITEM
Wizards of the Coast® and Hidden City at Piedmont Virginia Community in-chief at Paizo, co-creator of the Kubrick’s sake, you people are the WORST actors! I
Games. He is the owner of Gen Con, College and the designer of The House Pathfinder Roleplaying Game, and 1 Powerless Chainsaw: Deal 2 dice of physical
don’t know how you got your SAG cards, but you are all
LLC, and the filmmaker behind The on the Hill, which became Betrayal. author of the novel Bloodbound. damage to another explorer and 1 die of
one botched line away from hitting the unemployment physical damage to yourself, then end your turn.
Devil Walks in Salem. Eli Halpern is a co-creator of Cards Mike Selinker is the president of line! At most one of you will be working on this movie
Christopher Badell is a co-founder of Against Humanity. Lone Shark Games. He co-created the come morning! And I don’t care who!” 2 Sawed-Off Shotgun: It’s not loaded, but you
Greater Than Games and co-designer Pathfinder and Apocrypha adventure can trip people with it. Make a Speed attack.
Will Hindmarch is a fiction author Getting fired from this schlockfest would normally be
of the game line Sentinels of the card games, Unspeakable Words, Risk Whoever wins takes physical damage equal to
and game designer. Will has designed a blessing, but your agent says you need the credit for
Multiverse. Godstorm™, Lords of Vegas and the the difference.
or developed games like Storium,
puzzle novel The Maze of Games. your IMDb page. So if only one actor gets to star in this 3 Flash Powder: Make a Knowledge attack. This
Keith Baker is a novelist and founder Odyssey: Journey and Change,
steaming pile of celluloid, it’s gonna be you. attack deals no damage. If you win, the other
of Twogether Studios. His game Always/Never/Now, and Project: Dark. Liz Spain is a game designer at
designs include Gloom, the Eberron ® Lone Shark Games, working on the explorer drops all item tokens and item cards.
Jerry Holkins, also known as Tycho RIGHT NOW
campaign setting for Dungeons & Pathfinder and Apocrypha adventure You may examine them and pick one up.
Brahe, writes the online comic Penny
Dragons, Cthulhu Fluxx, and Phoenix: Arcade. He also founded the PAX card games. She designed and ÷÷ Your explorers are still in the game but have 4 Fog Machine: Make a Knowledge attack. This
Dawn Command. gaming expo and Child’s Play Charity. published the board game Incredible turned traitor. attack deals no damage. If you win, move to
John Borba is a video editor and host Expeditions. an adjacent room and put the Smoke token
Mons Johnson is a designer and ÷÷ Each explorer discards all weapon item cards and
for IGN. He hosts the series Cardboard developer for Magic: The Gathering, as Elisa Teague is a game designer and weapon omen cards, and draws an equal number of in the room. Leaving that room now requires
Conquest and founded the channel well as one of the original developers art director at Lone Shark Games. She non-weapon item cards. succeeding at a Sanity roll of 5+.
Four Letter Nerds. on Betrayal at House on the Hill. is the designer of the game Geek Out!
5 Hook for a Hand: Make a Might attack. Add
Chad Brown is a game designer Gwendolyn Kestrel is a writer and Max Temkin is a co-creator of the WHAT YOU KNOW ABOUT THE HERO 1 die to this roll, and drop one item card, item
for Lone Shark Games, and is the marketer. She was a haunt designer games Cards Against Humanity, The hero is the Director of the film The Haunting of Hell token, or omen card.
lead developer of the Pathfinder and for the original Betrayal at House on Slap .45, and Secret Hitler, and the Hotel. This film is terrible, but the Director thinks it’s 6 Plastic Skeleton: Make a Might attack against
Apocrypha adventure card games. the Hill and a designer and developer publisher of the zine Maxistentialism. The Cabin in the Woods. You are struggling actors on an explorer in an adjacent room. On that
Bart Carroll is a producer on the for Dungeons & Dragons. Rodney Thompson is a designer the film set, and based on the Director’s outburst, each explorer’s next turn, the explorer must succeed
Dungeons & Dragons and Magic: The Richard Malena is a game theorist at Bungie. He co-created Lords of you must kill all the other actors. at a Speed roll of 5+ to exit the room.
Gathering® websites. and teacher who cohosts the popular of Waterdeep®, Tyrants of the
Underdark™, Dungeons & Dragons 5th However, all the weapons you’ve collected so far are 7 Screechy Violin: Deal 2 dice of Sanity damage
Quelle Chris is a hip-hop artist and game podcast Going Last. to another explorer and 1 die of Sanity damage
Edition, and the Star Wars Roleplaying useless gimmicks from the props department.
producer whose albums include Mikey Neumann is Gearbox to yourself.
Lullabies for the Broken Brain, Game Saga Edition.
Software’s chief creative champion and The Director has an omen card which conceals the
Innocent Country, and Ghost at the Jeff Tidball is a game writer, 8 Clapperboard: Draw an event card, then either
a writer on Borderlands. Vision for the film. If you can get that face-down event
Finish Line. designer, and producer, and the chief keep it or give it to another explorer. You may do
card, you might be able to impress the Director and
Paul Peterson is a creative director at operating officer at Atlas Games. His this once during your turn.
Andy Collins is a game designer PopCap. His games include Guillotine, keep your job.
and lead writer on games like State games include Pieces of Eight, Cthulhu 9 Dove-Summoning Capguns: They’re not
Smash Up, and The Ninth World: A 500, and Cults Across America. The Director has some Production Assistants which
of Decay for Undead Labs. He was a loaded. Make a Speed attack. This attack deals
Skillbuilding Game for Numenera. are also your opponents; if you decide to attack the
designer on Dungeons & Dragons 4th Brian Tinsman worked on the early no damage. If you win, move the explorer
Edition and Marvel Heroes. Ben Petrisor is a designer on version of Betrayal at House on the Director, a Production Assistant will interpose, using you attacked to a discovered room up to three
Dungeons & Dragons and Hill. He spent 10 years designing Knowledge to defend against you. rooms away.
Rob Daviau is the creator of the co-designer of the board game
Legacy game series including Risk Magic: the Gathering cards and is 10 The Plan: If you are in the room with the
Temple of Elemental Evil™. the author of The Game Inventor’s YOU WIN WHEN . . .
Legacy, Pandemic Legacy, and Director, take the omen card that started the
SeaFall. He was a co-designer with Marie Poole is the chief executive Guidebook. . . . one of you holds the Director’s Vision in the Theater haunt and the face-down card under it, without
Bruce Glassco on the original Betrayal officer of Lone Shark Games. Pendleton Ward is the cartoonist who with no other actors present, after which the Director looking at it.
at House on the Hill ®. Zoë Quinn is a game developer, artist, created the hit shows Adventure Time will give some instructions which may allow you to
Michael Dunlap is the senior and co-founder of Crash Override, and Bravest Warriors. win. All the rest of you will lose. SPECIAL ATTACK RULES
manager of sales operations at an online abuse crisis center and Angela M. Webber is the lead singer, ÷÷ The Director’s entourage contains several Production
advocacy organization. Her games If you kill the director, you lose, and the Director wins a
Wizards of the Coast. guitarist, and ukulelist in the nerd rock Assistants. You may make a Knowledge attack
include Depression Quest, Jazzpunk, posthumous Academy Award.
Chris Dupuis is a designer on duo The Doubleclicks, whose albums against a Production Assistant when in the same
and Framed. include Dimetrodon, Lasers & Feelings, room. You cannot attack the Director when there is
Dungeons & Dragons. He has
Keith Richmond is a developer on and President Snakes.
SPECIAL ITEM AND OMEN RULES a Production Assistant in your room. If you stun a
developed games like Dungeon
the Pathfinder Adventure Card Game, If you draw a weapon from the item or omen stack, Production Assistant, you may send the Assistant
Command, Risk Legacy, Heroscape, Gaby Weidling is a game designer
and a designer of organized play for discard it and draw another card from the same stack. to any room on your floor that does not contain an
and Lords of Waterdeep ®: Scoundrels and puzzle ninja at Lone Shark
of Skullport ™. Dungeons & Dragons and Pathfinder. Games. She’s been a developer on explorer. If you lose, the Director may move your
Mike Robles is the community the Pathfinder Adventure Card Game, HOW THE ITEM TOKENS WORK figure in the same manner.
Don Eubanks works at Gearbox
Software as a programmer on manager at Lone Shark Games and a The Maze of Games, and the Gen Con The props department has left Props (pentagonal item ÷÷ If an attack deals at least 2 damage to an actor or
Borderlands and other epic former community manager at Wizards Puzzle Hunt. tokens) in some rooms. When you enter a room with an the director who has an item token or the omen
videogames. of the Coast. The Lone Shark Interns—Thomas Ball, item token, look at its number, and put it number side- with the face-down card, you may take it instead,
Tifa Robles works for Microsoft, Javier Quintero, Aviva Schecterson, down in front of you. You may only have one at a time, dropping any item token you have. Do not look at
Justin Gary is the president of the event card.
and founded The Lady Planeswalker and Lucy Tibbits—had no idea what so if you take a second one, look at both, take one, and
Stoneblade Entertainment and the co-
Society, a group that creates safe was waiting for them when they leave the other number side-down in the room.
designer of the card and mobile games
environments for learning Magic: agreed to take this job.
IF YOU WIN . . .
Ascension: Chronicle of the Godslayer The number of the item tells you what you You convinced this lunatic that you were the
and SolForge. The Gathering.
found. Reveal the item’s number to the maestro’s long-awaited muse. Perhaps
Jonathan Gilmour is the designer of Anita Sarkeesian is the filmmaker other explorers when you use it. HAUNT you can parlay this into that hand soap

51
the cooperative survival game Dead of and commentator behind Feminist commercial you’ve always wanted to
Winter. His other games include Pocket Frequency. Her film series include star in.
Dungeon and Vault Wars. Tropes vs. Women in Video Games
and Ordinary Women: Daring to Hey, it’s a paycheck.
Defy History.
Prism Till Morning light
BY LIZ SPAIN BY MONS JOHNSON

The trap door snaps shut above you. You’re greeted YOU MUST DO THIS ON YOUR TURN What an interesting key you found! Perhaps it opens HOW TO LET THE SURGERS INTO THE HOUSE
by the soft electric light of the control room’s Lower the Turn/Damage track to the next number. some exterior doors. During your turn, in any ground floor room with a door
monitors. The paperwork for Group 22B is waiting on When it reaches 0, the haunt ends. that’s not connected to a room, you may roll 3 dice, with
“Let us in!” you hear the voices shout.
the desk. You have a really good feeling about this 1 fewer die for each hero in the room. If you roll 3+, put
group. You settle into your favorite swivel chair and After lowering the track, pick up the rooms the heroes “Let us in! We only want to kill you!” a Surger in the room. If you are in the Entrance Hall and
click “Begin Experiment.” are in and move them to anywhere else in the house,
What if they might get in some other way? That would have the Key, you place the token automatically.
connecting doors when able and leaving a path from
be bad, unless . . . If you let them in, surely they will
RIGHT NOW the exit room to the landing on its floor. If a hero is in
YOU MUST DO THIS ON THE
the exit room, do not move that room. only kill the others! After all, on the Surge, it’s legal
÷÷ Your explorer is still in the game but has turned for one night to kill anyone you want, so they would MONSTERS’ TURN
traitor and is no longer in the house. Remove your like you to give them more people to kill. Perhaps they At the end of the monster turn, advance the Turn/
figure from the house and discard your cards. You are TRIGGERING THE TRAPS
might even let you in on the fun. Damage track to the next number. When the Turn/
now the master of the prism, controlling its complex When a hero moves into a room with a Trap token, Damage track reaches 5, the haunt ends.
system of Traps. determine whether that room is trapped. If the number Time to open some doors . . .
on the token is in your sequence, the room is safe and
÷÷ Roll 2 dice to get a sequence from the Mathematical SURGERS
the token is flipped to the unnumbered side. Otherwise, RIGHT NOW
Sequences table. Do not reveal your roll to the
remove the Trap token from the house and roll a die; ÷÷ Your explorer is still in the game but has turned traitor. Speed 3 Might 6* Sanity 3 Knowledge 3
heroes.
attacks are made against your traits even though you
÷÷ Put the 24 Obstacle tokens (representing Traps) are not being attacked. ÷÷ Set aside the small blue monster tokens *The Surgers have worked together before. A Surger
face-up in any order, one per non-landing room. If (representing Surgers) numbered from 1 to 9. gets +1 Might during any attack for each other Surger
On a result of: in the same room (maximum of 8 dice).
there are not enough rooms, set aside the additional
tokens. YOU WIN WHEN . . .
0 The hero makes a Knowledge attack. If you win,
the hero takes 1 point of mental damage and ends . . . all the heroes are dead. SPECIAL MOVEMENT RULES
÷÷ Get a piece of paper. Choose a room that contains
a token in your sequence to be the exit room. all movement. ÷÷ Surgers cannot get through a Lock unless there are a
Write down its number and hide the piece of paper total of three or more Surgers on either or both sides
1 The hero makes a Speed attack. If you win, the hero
somewhere on the table. of the Lock. If so, remove the Lock from the door.
takes 1 damage to a trait of the hero’s choice and
÷÷ Pick up the rooms that the heroes are in and move ends all movement. ÷÷ Surgers cannot use dumbwaiters .
some or all of them to new positions in the house. 2 The hero makes a Might attack. The hero may not IF YOU WIN . . .
If a hero is in the exit room, do not move that room. use weapons on this roll. If you win, the hero takes 1
The new positions can be on any floor, but doors Your newfound “friends” had such good sport, they
point of physical damage and ends all movement.
must connect when able and there must be a path agree to let you live!
from the exit room to the landing on its floor. SPECIAL ATTACK RULES “We should do this again next year,” one of them says . . .
÷÷ Set up the Turn/Damage track with a plastic clip at You cannot take damage.
6. You’ll use this to keep track of time.
SPECIAL MOVEMENT RULES
MATHEMATICAL SEQUENCES If you set aside any Obstacle tokens at the start of the
Roll 2 dice and use this sequence. haunt, put one into each new room as it is discovered.

0 Threes 3, 6, 9, 12, 15, 18, 21, 24 IF YOU WIN . . .


1 Fibonaccis 1, 2, 3, 5, 8, 13, 21 With a deep sense of satisfaction, you click the button
at the bottom of the room control program labeled
2 Fours 4, 8, 12, 16, 20, 24 “Cleanup.” The house fills with the comforting white
noise hiss of the dissolving gas. The button should be
3 Primes 2, 3, 5, 7, 11, 13, 17, 19, 23
red, you think. For next time.
4 Powers of 2 1, 2, 4, 8, 16

WHAT YOU KNOW ABOUT THE HEROES


The heroes will do their best to discover which room
in the house is the exit room and get to it before time
runs out. If any hero is in the exit room at the end of the
experiment, the heroes win.

YOU WIN WHEN . . .


. . . all the heroes have died, victims of your nefarious
prison. Or, time has run out for the heroes before they
find the exit room, bringing the experiment to an end.

HAUNT HAUNT

52 53
Monster Mash She Is Not Amused
BY BRUCE GLASSCO BY MIKE SELINKER

You were working in the lab late one night . . . YOU MUST DO THIS ON YOUR TURN “Awaken, sister!” you hear in unison in your ears. “Your SPECIAL ATTACK RULES
When you would discover a room, draw the next five siblings Stheno and Euryale command you to shake off ÷÷ If you deal physical damage on your attack, give that
You’ve been setting up this party for months now—
rooms for the appropriate floor, choose one, and put the this mortal burden and reclaim the glory of Greece!” explorer a triangular Might Roll token. That explorer
inviting all your friends, booking your favorite band The
Cryptkicker Five, arranging for the house to be filled other four on the bottom of the room stack in any order. You pull back your hood, and once again, for the first loses 1 Might at the end of each of his or her turns,
with stranded bus passengers for entertainment . . . time in millennia, the snakes sprout from your hair. Your except when petrified.
SPECIAL ATTACK RULES eyes blaze with a blue fire. From this strange domicile, ÷÷ On your turn, if no explorer is in your room, you may
You must have picked a bad set of victims, though.
You cannot be attacked. you hear the rattling of mortals, likely the spawn of gaze. Pick an exit out of your room, and then all
They’re supposed to be screaming and cowering, not
that troublesome Perseus. You will turn them into your heroes in line of sight must succeed at a Sanity roll
fighting back!
SPECIAL MOVEMENT RULES perpetual companions, frozen in stone. of 4+ or be turned to stone. Give any such explorer
RIGHT NOW ÷÷ When any room in the Guest List is discovered by “Awaken, Medusa!” the voices cry. “Awaken and end a triangular Sanity Roll token. That explorer may not
you or anyone else, put the noted monster token in the rule of man!” move or take an action until no longer petrified.
÷÷ Your explorer is still in the game but has turned traitor.
that room.
÷÷ You may not attack and gaze on the same turn.
÷÷ If the Ballroom is not yet in play, search through the RIGHT NOW
÷÷ When you move a monster, if any hero is within line
room stack until you find it and place it in the house.
of sight of the monster, you must move the monster ÷÷ Your explorer is still in the game but has turned traitor. HOW YOU REGENERATE
Then shuffle that stack.
towards a visible hero. At the end of your turn, if your Might is below its
÷÷ If the Statuary Corridor is not yet in play, search
÷÷ For each room in the Guest List that is currently in starting value and you have not taken physical
÷÷ If there is no visible hero for the monster, you must through the room stack until you find it and place it
play, put the noted large circular monster token in damage from an explorer who has a mirror this turn,
move the monster by the shortest possible route in the house. Then shuffle that stack.
that room. gain 1 Might.
towards the Ballroom, including through the Coal
÷÷ Put your figure in the Statuary Corridor.
÷÷ If fewer than three monsters are currently in play, Chute, dumbwaiters, and so on. If the monster
search through the room stack until you find enough comes into line of sight with a hero as it moves, it ÷÷ Put one small orange monster token (representing IF YOU WIN . . .
monster starting rooms for three monsters and place must change its direction towards the hero. Once a Statues) face-down in each room with an item “Praise Hades!” you shout. “The scions of Perseus have
them in the house. Then shuffle that stack. monster enters the Ballroom, it stays there for the symbol or omen symbol . been vanquished! Now there is no one to stand in my
rest of the game. way as I wreak havoc among the habitants of this
÷÷ If the Armor card is not yet in play, search through
WHAT YOU KNOW ABOUT THE HEROES cacophonous age.”
the item stack and discard pile until you find it and
The heroes think that they can find things in the house IF YOU WIN . . . take it. Then shuffle the item discard pile into the You look around and notice that there are many
to destroy your guests. You need to destroy them first. Now that the deed is done, the party has just begun. item stack. reflective surfaces in the house that will be have to be
÷÷ Gain 2 Might and 1 Speed. destroyed. This suggests there are many outside of the
YOU WIN WHEN . . . house as well.
. . . all the heroes are dead, or at least four monsters are ÷÷ Set aside a number of triangular Might Roll tokens
in the Ballroom. Let the real party begin! equal to the number of heroes. “Curses!” you scream. “Is there no place in the world for
Medusa?”
÷÷ Set aside a number of triangular Sanity Roll tokens
equal to the number of heroes. The house is silent, and the concern on the faces of
your statues is evident.
GUEST LIST WHAT YOU KNOW ABOUT THE HEROES
They are the progeny of Perseus and must be petrified.
ROOM MONSTER SPEED MIGHT SANITY SPECIAL
Bloody Room Crimson Jack 3 7 2 If stunned, moves to the Entrance Hall. YOU WIN WHEN . . .
Chasm Banshee 4 7 5 Always attacks using Sanity. . . . all the heroes are dead or turned to stone.

Crypt Dracula 3 6 4 Heroes who begin a turn in the same


room as Dracula must spend an extra
space of movement to exit the room.
Graveyard Zombie Lord 2 6 4 Heroes defeated but not killed by the
Zombie Lord turn traitor.
Library Mummy 2 6 5 Deals 1 point of physical damage if
damaged during an attack.
Operating Frankenstein’s 2 8 3 Is immune to Speed attacks.
Laboratory Monster
Pentagram Demon Lord 3 6 4 Cannot take damage during an attack.
Chamber May attack from a connecting room.
Widow’s Walk Witch 3 5 5 May attack using Might or Sanity.

HAUNT HAUNT

54 55
Make America Disintegrate Again The Gathering STorm
BY ZOË QUINN BY CHRIS DUPUIS

There was something wordlessly foul about him, above YOU MUST DO THIS ON YOUR TURN This haunt has no traitor—just heroes. You are all trying to escape the house. The rest of the rules for this haunt are
and beyond what you normally see in politicians. You At the end of each of the original traitor’s turns, add a in Secrets of Survival.
had heard stories of deranged supporters acting out at Power token to the Madman card for each traitor still
his rallies, committing unspeakable acts. You could feel living, including yourself.
something terrible had happened here at his campaign
headquarters. Something worth protesting. SPECIAL ATTACK RULES
However, once he suddenly appeared behind you and ÷÷ Traitors now do all their damage to Sanity. If a hero
you felt his cold whispered words slither into your ears, is reduced to 0 Sanity, the hero becomes a traitor
you realized he actually makes a lot of good points. instead of dying, resetting all traits to their starting
Dreadful statements you once were staunchly against values. Traitors can only speak in empty talking
now are clearly just what everyone’s thinking and points, just like you.
are too afraid to say anyway. A face you once thought
÷÷ When attacking, a traitor can offer The Choice: the
waxy and unlikable in this light is charming, like
damage can be dealt to the targeted hero, or split
someone you’d like to have a beer with. Who cares that
between the other heroes, rounded up. For example,
it’s starting to peel off of his skull, leaving only maggots
in a game with three heroes, if you would do 2
and gaping eye sockets behind?
Sanity damage to a hero, you can offer The Choice
You see the light now. He is the one who will make this and the hero can instead do 1 Sanity damage to the
country great again, as soon as he completes the Rites other two heroes. If The Choice is accepted, gain 1
of Ascension—both to the Presidential Office, and as the Sanity.
overlord of this realm. His victory is all but inevitable. ÷÷ Instead of doing damage, you can force the explorer
Your friends have to see the truth. to move the same number of tiles away from his or
You’ll make them see. her current room for each point of damage that you
would have done. You choose where the explorer
RIGHT NOW goes.
÷÷ Your explorer is still in the game but has turned traitor.
IF YOU WOULD BE REDUCED TO ZERO
÷÷ You are a campaign manager for a Lich running for SANITY . . .
president of the United States. Set aside the Madman You stay at 1 point above your Sanity skull symbol.
(representing the Lich), and put one Obstacle token
(representing Power) on it. IF YOU WIN . . .
÷÷ Put three pentagonal item tokens (representing the Dark energy erupts out of the mansion, blotting out
Lich’s Phylacteries) anywhere in the house. the stars in the sky. Absolute chaos descends upon the
÷÷ You must speak only in bombastic political talking country as he makes it his first act in office to annex
points from now on. the United States into the seventh circle of Hell. He
rules with an iron fist—literally, as the gauntlets cover
WHAT YOU KNOW ABOUT THE HEROES his rotting flesh. The crime rate is the lowest it’s ever
been after the legalization of crime itself, and his
They are trying to stop the ritual.
foreign policy tactic of “flaying the minds of all other
world leaders” has proven a boon for the suffering-
YOU WIN WHEN . . .
based economy. You’d be the first to sign up to help
. . . all the heroes are dead or traitors, or twenty him campaign for re-election in four years, if one of his
Power tokens are stacked on top of the Madman card, campaign promises wasn’t to blow up the sun, sending
completing the Rites of Ascension. the Earth careening toward the malevolent alien god
at the center of the universe that devours dead planets.
What a guy!

HAUNT HAUNT

56 57
Olly Olly Oxen Free The Fleshchild’s alchemical mandate
BY ELISA TEAGUE BY CHRISTOPHER BADELL

You’ve come face to face with the spirit of a little girl, SPECIAL ATTACK RULES You recognize it immediately, even though you HOW TO HARVEST FLESH
who giggles and jumps inside your body. You instantly ÷÷ Heroes are always hiding when they are in a room. are certain you’ve never seen it before. It is the ÷÷ Each hero starts with a small orange monster
feel youthful, playful, and . . . vengeful. Memories flash In order to find them, you must make Knowledge Philosopher’s Stone, an ancient relic that your master token (representing a pound of Flesh) on his or her
into your mind of a game of Hide and Seek, where you attacks against them. If you defeat heroes this pressed into your sternum as he brought you to life. character card.
waited and waited to be found, but the only one who way, they are found and become “It.” They become Your master? Oh, yes. That’s right. The ancient and
came to find you was death. In this new body, you can venerable Zosimus Alchemista. He built you and tasked ÷÷ When you start your turn in a room with one or more
traitors and start seeking other heroes.
now finish your game . . . you with gathering more samples for his studies. You Flesh, you may pick up one Flesh and put it on your
÷÷ A hero who becomes “It” must drop a Doll if carrying had forgotten who you were . . . but that was his plan character card.
RIGHT NOW one, and should read the Traitor’s Tome. from the start. No matter. You can return to your work ÷÷ Flesh counts as an item and can be dropped or
÷÷ Your explorer is still in the game but has turned traitor. ÷÷ Heroes cannot deal damage to traitors. now that you remember who and what you are. You stolen, but not traded.
are your master’s creation. You are his Fleshchild.
÷÷ Set aside a number of pentagonal item tokens
SEEKING SPECIAL ATTACK RULES
(representing Dolls) equal to the number of RIGHT NOW
explorers. These are the only friends you’ve been Heroes are always seeking! When a hero successfully When you defeat a hero with Flesh on his or her
finds a Doll, give that hero an item token. Hopefully, Your explorer is not still in the game, but someone much character card, increase the damage you deal to that
able to play with until now.
they won’t do anything mean with your friend. You like you is. Flip your character card, setting your traits hero by 1.
WHAT YOU KNOW ABOUT THE HEROES cannot pick up or steal a Doll; that would be cheating. to the starting values listed on the new side, then raise
They are now playing your game, whether they want to
the value of each trait by the number of heroes. SPECIAL MOVEMENT RULES
or not. Right now, they are trying to hide from you, but
IF YOU WIN . . . ÷÷ When you add Flesh to your character card, you may
“I win! I win!” calls the voice, which seems to be WHAT YOU KNOW ABOUT THE HEROES immediately move up to a number of spaces equal to
if you find them, they will become “It.”
coming from every room in the house. You momentarily They have heard legends and rumors about Zosimus your Speed.
YOU WIN WHEN . . . fall out of the girl’s spell, looking at all of the explorers Alchemista’s fleshchildren, and now that your true form
÷÷ When you start your turn in a room with an orange
in the house, their eyes glazed over in a trance. The has been revealed, they have no illusions about just
. . . all the heroes are found and become “It.” monster token, you may pick up one Flesh and put it
trance begins to take hold over you again, and as you who—or what—you are. You must collect samples from
on your character card.
fall back into the spell, you hear her giggle with glee, each of them, so your master can continue his work.
“and now I have new friends to play with forever . . . ” IF YOU WIN . . .
YOU WIN WHEN . . .
You are a good servant. But of course your master built
. . . you have all the Flesh on your character card, or all
you that way. You cannot suppress a smile as you tear
the heroes are dead.
a heavy sample from the last of your former “friends.”
Yes, your master will be well pleased. He may even use
these samples to build new friends for you. You would
like that. You can’t have enough friends.

HAUNT HAUNT

58 59
Cat O’clock Captain Sting’s Revenge
BY ANGELA M. WEBBER AND RICHARD MALENA BY MIKE AND TIFA ROBLES

As you step into a comfy-looking room, a sleepy meow YOU MUST DO THIS ON YOUR TURN You’ve finally arrived at the location you’ve been YOU MUST DO THIS ON YOUR TURN
causes you to turn. Lounging on the floor is a large, You are under the control of The Cat, who has sent you hunting on your treasure map. The sea parts and If you or a Pirate brings a Piece of Loot to the Treasure
colorful cat. The cat yawns widely and turns to look to let all the Kittens into the house. On your turn, you opens up a portal. You find yourself in the Underground Chest, roll 1 die. If you roll a 1 or higher, you put the
at you. Time seems to slow down as you look deep may spend 1 point of movement to attempt a Might Sea and with a mighty cheer you holler to your pirate Piece of Loot in the Treasure Chest.
into the cat’s soulful eyes. Your smile grows wider and roll of 3+ to open a window or drawer in your room. If crew, “Prepare t’ conquer this here land and take all
wider as the cat begins to purr. You realize that you you are successful, put a Sanity Roll token in this room the loot ye can find!” The first thing you do is slaughter SPECIAL ATTACK RULES
would do anything for The Cat. Anything. to show that you have already opened a window or the person who opened up your long sought after
treasure chest. ÷÷ Captain Sting can steal an item card during any
You can tell that The Cat has awoken from an endless drawer in this room, and put a Kitten in the room. If all attack, whether she wins or loses, and whether she
slumber but finds itself locked inside the house. The Cat six Sanity Roll tokens are in the house, choose one and attacked the hero or was attacked.
move it to your current room. RIGHT NOW
requires you to let all the kittens in. All of the kittens.
÷÷ Your explorer is dead. Remove your figure from the ÷÷ Pirates only need to deal 1 point of damage to steal.
Only then will The Cat be able to take over the world.
YOUR NEW FELINE FRIENDS house and discard your cards. Put the large circular
Pirate Queen token (representing Captain Sting) in SPECIAL MOVEMENT RULES
RIGHT NOW Kittens do not impede heroes’ movement like normal
the room you were in. ÷÷ Captain Sting moves using her Speed, and does not
÷÷ Your explorer is still in the game but has turned traitor. monsters, but instead deal 1 point of physical damage
roll to move.
to any hero who enters their room. A soothed Kitten ÷÷ If the Underground Lake is not yet in play, search
÷÷ Raise both of your physical traits by 2, and lower ÷÷ Pirates (including Captain Sting) can carry only one
does not deal this damage. through the room stack until you find it and place it
both of your mental traits by 2. If this would lower Piece of Loot at a time. When carrying a Piece of
in the basement. Then shuffle that stack.
a trait to the skull symbol, lower that trait to the On the monsters’ turn, each Kitten may move 4 spaces
Loot, they move 1 fewer space during their turn.
lowest value above the skull symbol. throughout the house, as long as Kittens are never ÷÷ Put the Box (representing the Treasure Chest) in the
in the same room. If a Kitten enters a room with any Underground Lake. CAPTAIN STING
÷÷ Set aside six triangular Sanity Roll tokens.
heroes, the Kitten deals 1 point of physical damage to ÷÷ Put a number of small magenta monster tokens
÷÷ Put a large circular Cat token (representing The Cat) one hero in the room. Speed 5 Might 8 Sanity 5 Knowledge 4
(representing Pirates) equal to the number of heroes
in the room where the haunt was revealed
The Cat grows stronger as more Kittens enter the in the Underground Lake.
÷÷ Put small red monster tokens (representing Kittens) house. At the start of The Cat’s turn, count the number PIRATES
into different rooms; use two Kittens if there are two of unsoothed Kittens in the house and divide that WHAT YOU KNOW ABOUT THE HEROES
or three heroes, and three Kittens if there are four or Speed 4 Might 3 Sanity 4 Knowledge 2
number by two (rounding down). For the remainder of They are landlubbers! They win if the Treasure Chest is
five heroes. the turn, The Cat’s Speed and Might are increased by destroyed in the Underground Lake.
IF YOU WIN . . .
÷÷ Roll 2 dice twice and consult the Cat Name table to that number.
YOU WIN WHEN . . . Watching your crew haul the overflowing treasure
name The Cat. You must always use this new name To open the front door and escape the house, The chest onto the ship, you couldn’t be happier with the
to refer to The Cat. Cat must succeed at a Might roll of 6+. The Cat may . . . all the heroes are dead, or you have secured a
journey you just experienced. You climb on board and
attempt this roll once during each of its turns. number of Pieces of Loot equal to the number of heroes
take the wheel, ready to smell the fresh ocean air and
CAT NAME and returned them to the Treasure Chest.
feel the sea breeze smack your face again. Onward to
Roll 2 dice, once for the first name and once for the last. THE CAT the next adventure . . .
0 Dorothy 0 Buttons Speed 0 Might 3 Sanity 6 Knowledge 6
1 J Johnny 1 Cuddles
SPECIAL ATTACK RULES
2 Mittens 2 Mittens If you are attacked, you may put a Kitten in any room
that does not contain a Kitten.
3 Precious 3 Tubbsman, Esq.
4 Barnaby 4 Fuzzy-Fuzz IF YOU WIN . . .
The Cat is finally free of the evil house. With head held
WHAT YOU KNOW ABOUT THE HEROES high, The Cat looks over the valley floor. As one, the
The heroes are trying to soothe the Kittens and make kittens meow, echoing across the sleepy town below.
them forget all about world domination. The Cat cocks an ear and you quickly join in, your
human howl blending in with this new feline tribe. The
YOU WIN WHEN . . . Cat and the kittens slowly pad their way down the hill.
The moon gleams from on high. It is now Cat O’Clock.
. . . all the heroes are dead, or The Cat exits the house
Time for the cats to feed.
through the front door in the Entrance Hall.

HAUNT HAUNT

60 61
Rosencrantz and All of You Are Dead Shush
BY BRIAN TINSMAN BY CHRIS DUPUIS

A wave of mystic energy washes over you. When your HOW TO DIE You pull off your human mask, revealing your true form, THE RESTRICTIONS ON EXPLORERS
head clears you see that you are dressed in Elizabethan You need to get the other explorers to kill you. But first, an evil fairy that feeds on the hearts of man. The time The heroes cannot talk to each other until they regain
costume and a crown of royalty is upon your noble you have to say your famous lines. You need to do three is right for a harvest. You listen closely. A bird’s wings, their voices (see below). Once you resume the game,
head. Also, your name is now Hamlet and you like to things in order: a mouse’s scratching, the floor creaking. All welcome each time a hero says anything out loud, the hero
talk out loud to yourself a lot. sounds. The explorers? Silent. Forever silent. You set the takes 1 die of damage in a trait of his or her choice.
÷÷ First, go to the room with the pentagonal item token box down and start your task. It is time to feed. Now Chuckling or giggling does not trigger this rule.
RIGHT NOW 1 (representing the Mirror) and say your line out nobody can hear them scream. We’re not monsters, after all.
÷÷ Your explorer is still in the game but has turned traitor. loud. Line: “O, that this too solid flesh would melt!”
÷÷ Next, go to the room with the pentagonal item token RIGHT NOW WHEN A HERO COLLECTS A SPELLBOOK
÷÷ Raise any of your traits that are lower than the value
2 (representing the Dagger) and say your next line. ÷÷ Put the Box card (representing the Voicebox) next to Check which number is on the item token.
of your Speed to that value.
Line: “To be, or not to be: That is the question.” your room.
÷÷ If the number matches a cursed Spellbook, it
WHAT YOU KNOW ABOUT THE HEROES ÷÷ Finally, you can get yourself killed by one of the ÷÷ Choose a number between 1 and 6. That number is
explodes. The hero takes 1 die of physical damage,
Those jerks killed your dad, the King Hamlet of explorers. Line: “O, I die, Horatio! . . . The rest is how many uncursed Spellbooks the heroes have to
and removes the item token from play.
Denmark. You are super depressed about that but silence.” If you say this line as you die, you have collect in order to be able to hurt you and destroy
you’ll get your revenge and then you can die with an won the game, so feel free to ham it up. the Box. For every step from your number to 6, you ÷÷ If the number matches an uncursed Spellbook, the
amazing death scene. That is, if they don’t rush through can add 1 to one of your traits. You do not have hero takes the Item token.
the five acts and end it before your big moment. They SPECIAL ATTACK RULES to choose the same trait each time. For example,
probably won’t even say their lines with emotional ÷÷ After you attack a hero, if the hero is still alive, the if you chose 4, the heroes would need to collect SPECIAL ATTACK RULES
intensity. See? Total jerks! hero immediately makes an attack on you. This four uncursed Spellbooks; you would select two If a hero attacks you before the group has collected the
helps your chances of getting killed, but make sure Spellbooks to be cursed, then you can raise two right amount of Spellbooks, go through the motions, but
YOU WIN WHEN . . . you say your lines first. traits by 1, or one trait by 2. tell the hero that you take no damage. (You can damage
. . . you say your lines and die at the end of a duel, or ÷÷ Put six pentagonal item tokens (representing the hero, however.)
÷÷ You can only die from attacking or being attacked. In
all the heroes are dead. all other cases, if you would die, lower your trait to Spellbooks) face-down in different rooms.
INTERACTING WITH THE VOICEBOX
the lowest value above the skull symbol. ÷÷ Get a piece of paper. Write down which item tokens Until the heroes have collected the right number of
represent the cursed Spellbooks. Spellbooks, no one (including yourself) can pick up or
SPECIAL MOVEMENT RULES
destroy the Voicebox.
You are not required to ignore negative room text. This WHAT YOU KNOW ABOUT THE HEROES
isn’t a change, but it’s worth pointing out. The heroes have to win, but they don’t know how. You Once the heroes have collected the right number of
hold the keys to their victory, but they have to earn Spellbooks, a hero in the room can pick up or destroy
SPECIAL RHYMING RULES them. the Voicebox. If it is destroyed, remove the Box card
As Hamlet, you have the power of verse. When you from the game and inform the heroes that their voices
take an action, if you describe what you are doing with YOU WIN WHEN . . . have returned. You take 1 die of damage to each of your
a rhyme, you get +2 to your roll or +2 to the relevant traits. The heroes can now damage you normally, but
. . . all the heroes are dead.
trait. This power can only be used once during each you don’t have to tell them that.
of your turns. Example: “I now shall stab you with my
poisoned blade/ Then watch your worthless life begin IF YOU WIN . . .
to fade.” The last explorer’s silent scream is still etched on
their face. You drink in the horror in their eyes.
IF YOU WIN . . . Odd. You’re hungry again. In the distance you hear
You have avenged your father’s death and immortalized it. Laughter. Horrible, horrible laughter. The sound
yourself throughout the Globe! You beat your enemy grates at your ears. You collect your box and float out
measure for measure and the battle turned out just as the front door . . .
you like it. The heroes’ tempest turned out to be much
ado about nothing and although you may be dead, all’s
well that ends well.

HAUNT HAUNT

62 63
Chairman of the Board sushi night
BY RODNEY THOMPSON AND MIKE SELINKER BY LIZ SPAIN

Just as each of you did many years ago, your newest SPECIAL ATTACK RULES In the basement, you hear a chanting coming from YOU MUST DO THIS AFTER EACH
guest arrived, unsuspecting. Your guest thought that ÷÷ You cannot make normal attacks. You instead must upstairs. It’s a language you recognize, but can’t quite EXPLORER’S TURN
each of you was just another curious citizen, poking end your movement in the room with the hero and place. The chant is overcome by a gurgling sound as After each explorer’s turn, put a Flood token on an
around the old house out of boredom. Little did your then throw something in the room at the hero. water begins to flow out of the walls. unflooded room. After the turn of the explorer to your
guest know that you were all already poltergeists, right, flood three rooms instead. The rooms you flood
÷÷ To do so, look at the room tile and write the There’s a searing, white-hot pain in your legs as the
permanent residents of this haunted edifice, and that must be on the lowest floor that has not been fully
name of a thing depicted on the room tile (e.g., waters begin to rise in this room. You grasp desperately
you were bound to swell your ranks by adding new flooded, though if you fully flood that floor and still have
REFRIGERATOR). The name should be one or two to the spear as your feet slip out from under you. The
ghosts in residence. Flood tokens to play that turn, you may start flooding
words, at least six letters long, and not tricky (for pain recedes. You realize, whether you like it or not,
But what kind of haunting hosts would you be if you your fins have returned. the next floor up.
example, you wouldn’t write FRIGIDAIRE for the
didn’t see to your visitor’s comfort? You have a vacancy REFRIGERATOR in the Kitchen). Make sure the hero
to fill, permanently; perhaps it’s best that your guest doesn’t see what you are writing. RIGHT NOW SPECIAL MOVEMENT RULES
doesn’t leave before their residency is secured? ÷÷ Your explorer is still in the game but has turned ÷÷ If you move into a room without a Flood token, you
÷÷ Then, make a Sanity attack. The hero will defend must stop moving.
traitor. Well, technically. You are a Merperson,
RIGHT NOW through a method described in Secrets of Survival.
generally peace-loving. They don’t call it the Pacific ÷÷ If you end your turn and have not been in a room
When asked a question after this, you must answer
÷÷ Your explorers are still in the game, but you have all Ocean for nothing. with a Flood token this turn, put a explorer token on
truthfully. You might want to attack the hero in
turned traitor. Your figures remain in the house, but your character card. Once you have three explorer
rooms with lots of stuff depicted on the tile; after all, ÷÷ Raise your Speed up to your maximum value.
you are Poltergeists. tokens, your fins dry enough to become legs once
the Creaky Hallway has “floorboards” and not much ÷÷ Set aside three of your explorer tokens.
÷÷ Put the hero’s figure in any room in the basement or else. again, and you become a human.
roof that is not separated from the rest of the house ÷÷ Put the Fountain token in any room in the basement. ÷÷ Once a floor has been completely flooded, any rooms
÷÷ If you deal damage, you may instead move the hero Put your figure in that room.
by a barrier. If there is a Poltergeist in that room, put discovered on that floor are also flooded.
a number of rooms equal to the amount of damage
its figure where the hero was. ÷÷ Starting in the room with the Fountain, put a number
you would have dealt; such a move must be a legal
÷÷ Get some pieces of paper. move for the hero. of face-down small monster tokens (representing IF YOU WIN . . .
Flood) equal to the number of explorers on rooms, The ocean air tastes of salt, freedom, and danger.
÷÷ Look closely at the details of every room tile. ÷÷ When you defend, you can use only Sanity or one token per room. Once every room on a floor has Humans are dangerous. But not as dangerous as a
Knowledge. Anything that would deal physical been flooded, you may put any unassigned Flood betrayed Merperson. Even though you prize peace over
WHAT YOU KNOW ABOUT THE HERO damage to you deals mental damage instead. tokens on the next floor higher. war, you’ll make sure to strike first next time. Soon they
The hero is trying to escape, and you just can’t have will learn why you are the ocean’s greatest hunter.
that. If the hero makes it through the front door of the SPECIAL DEATH RULES WHAT YOU KNOW ABOUT THE HEROES
Entrance Hall, you lose your chance to add them as one You cannot be truly killed, even if you are the victim They are hunting you. They look hungry.
of your home’s ghostly residents. of a successful exorcism. If you die, remove your figure
from the house as normal, and you lose all item cards. YOU WIN WHEN . . .
YOU WIN WHEN . . . At the start of your next turn, place yourself in the
. . . the entire house has been flooded and you can
. . . the hero dies. Dungeon, Rookery, Study, or Theater, and reset your
escape to the ocean. Or, if you transform back into a
traits to their starting values. You may not move on
human, they will no longer have reason to hunt you
SPECIAL MOVEMENT RULES that turn.
down. After all, they’re not cannibals.
÷÷ Now that you have revealed yourself as ghosts,
you can move through walls as though they were IF YOU WIN . . .
connecting doorways, but not through floors and You and your fellow spirits gather around the
ceilings. You can move freely up and down through moldering dining table, a macabre recreation of the
the Coal Chute, Collapsed Room, and Gallery. You are elegant dinners once held in this very room. You each
not affected by any room text that mentions physical raise translucent glasses in a toast to your newest
traits or physical damage. You cannot discover new neighbor, seated at the head of the table. You have
rooms or use the Mystic Elevator or dumbwaiters. filled the ghostly vacancy in your home, but you know
that your feeling of satisfaction will be fleeting. Soon,
÷÷ You can use your item cards and omen cards, but
you will feel the insistent call to fill another vacancy,
you cannot trade them to other explorers. You cannot
and then another, until the entire house is comfortably
pick up or acquire new items and omens in any way.
full of spirits.

HAUNT HAUNT

64 65
The Cardinal Sins Murderball
BY MIKE SELINKER BY KEITH RICHMOND

You don a regal red hat and decree, “Today, if all goes HOW TO DENOUNCE A SIN The stone you just found is stained with dried, old SPECIAL ATTACK RULES
as planned, I shall be elected Pope! To ensure my Once during your turn, when you are in a room with an blood. As you touch the stone, you hear a giggle and ÷÷ You must attack the heroes with the Bloodstone
uncontested election, I shall bathe this house in the Elector, instead of attacking you may denounce the sin feel a sharp pain behind your left ear. you shoot from your spectral slingshot. To do so,
blood of sinners!” of that Elector’s color. Go through these steps. make a Speed attack against anyone within line of
A spectral boy appears next to you. He is garbed in
The Electors clearly must know that no other cardinal ripped clothes and wields a slingshot, as if he just shot sight. You do not lower your traits when you use the
÷÷ Denounce the closest hero to you (choose among the
is as worthy of being elected Pope as the legendary you. He cries gleefully, “Got you! No tag backs!” Then Bloodstone, so use it every time.
closest if there is a tie) in your most stentorian and
Cardinal Sinn. holy voice, “I excommunicate you because of your he fades from view, and the slingshot and bloodstone ÷÷ If you are defeated, you don’t take damage from your
sin of” the name of the sin. appear in your hands. failed attack. Instead, the Bully spirit deals you 1
RIGHT NOW point of mental damage for being a “Loser!”
÷÷ Attack as shown on the Electors table, using the RIGHT NOW
÷÷ Your explorer is still in the game but has turned traitor.
method next to the Elector’s sin. ÷÷ If you kill your target, the Bully crows, “Winning!”
÷÷ Your explorer is still in the game but has turned traitor.
÷÷ Raise your traits by a total of 5 points (e.g., 2 Sanity You keep the Bloodstone and remain the traitor for
÷÷ If you deal damage to that hero, also steal a random
and 3 Knowledge). ÷÷ If a hero has the Bloodstone card, take it. another turn.
item card from the hero.
÷÷ Put your figure in any landing. ÷÷ If the Nursery is not yet in play, search through the ÷÷ If you did not kill your target, give the Bloodstone
÷÷ If you dealt damage to the hero, put the Elector on
room stack until you find it and place it in the house. and the Traitor’s Tome to your target. You are no
WHAT YOU KNOW ABOUT THE HEROES your character card.
Then shuffle that stack. longer the traitor and may take the rest of your turn.
They are trying to stop your ascension to Popehood. ÷÷ If you have the Ceremonial Robe card, you may Your target becomes the traitor but may not attack
÷÷ Set aside a number of small red monster tokens
There are Electors (small monster tokens) around the instead choose the two closest heroes and attack you on his or her next turn (“No tag backs!”).
(representing Kills) equal to twice the number
house, each of whom has a vote in the election. You both of them in the same manner, gaining only one
of heroes. ÷÷ If you did not make an attack on your turn, the
must plead your case to them by punishing the heroes Elector even if you deal damage to both of them.
Bully spirit deals you 2 points of mental damage for
for their sins. WHAT YOU KNOW ABOUT THE HEROES “not playing right.” Then roll a die, and pass the
ELECTORS
You’ve got several targets, and they bleed pretty when Bloodstone to the explorer that many heroes to your
YOU WIN WHEN . . . ELECTOR SIN ATTACK USING you hit them! left (on a blank, keep it). That explorer is now the
. . . all the heroes are dead. Or you are on the roof to traitor; give the new traitor the Traitor’s Tome.
send up the white smoke and you have four or more Red Wrath Might
YOU WIN WHEN . . . ÷÷ If you are killed by a hero or you lose the Bloodstone
Electors on your character card. Orange Gluttony Sanity . . . you have three Kills, or collectively, Kills equal to to a hero, that hero becomes the traitor. Give the
Yellow Sloth Speed twice the number of heroes have been awarded. In the new traitor the Traitor’s Tome, and you become a
latter case, every explorer with a Kill wins for “playing hero (see the Secrets of Survival).
Green Envy the hero’s lowest trait the game right.” The explorer with the most Kills, if
÷÷ When any explorer kills another explorer, that
there is one, is the most-awesomest-winner.
Blue Greed the hero’s highest trait explorer gets a Kill.
Purple Pride Knowledge SPECIAL ITEM AND OMEN RULES
Magenta Lust your highest trait ÷÷ You may not pick up or use weapons while you are
the traitor.
SPECIAL ATTACK RULES ÷÷ You do not take damage from using the Bloodstone.
Unless you have four or more Electors, you cannot take You may not drop the Bloodstone.
mental or physical damage. However, before that, a
hero can steal an item card from you when the explorer
IF YOU WIN . . .
would otherwise deal you 2 or more points of physical The blood splatter makes awesome patterns on the
damage with an attack. wall, and you want to play again! Someone left some
cool weapons lying around, and you’re pretty sure
IF YOU WIN . . . there are plenty more people who can play outside
the house. Some of those other players probably had
You light the brazier on the roof, and white smoke rises
families, even . . .
into the sky. “Hurrah! A new Pope has been chosen!”
the masses bellow. “Viva il Papa! Long live Pope Sinn!”
IF YOU ARE THE MOST-AWESOMEST-
More beautiful words have never been bellowed. WINNER . . .
Your ghost rises from your corpse to see the boy again,
grinning insanely. You say to those who killed people
during the game, “You were cool. Not like those other
dweebs we killed. Come on, let’s go find more people to
play our game!”

HAUNT HAUNT

66 67
he who must not be read No Noose is Good News
BY BART CARROLL BY ELISA TEAGUE

As you open the book, you remember its story—in fact, SPECIAL MOVEMENT RULES You black out momentarily and awaken, standing with SPECIAL ATTACK RULES
you remember writing this story yourself so very long ÷÷ You can move through, but cannot end your turn in, a noose in your hand. Flooded with someone else’s ÷÷ Instead of attacking, you may attempt to hang a
ago. Once vanquished from this world, you scattered a room containing a Soulcrux (such is your own fear memories and feelings, you have an overwhelming hero. Make a Might attack against any hero in your
the spell to summon you back within copies of this very of ever harming your soul). Wraiths can end their urge to carry out execution orders that you find on a list room; neither of you can take damage from this
book. The more people who read it, the more powerful turn in such a room. in your pocket . . . the pocket of 1800s Old West garb attack. If you win, you place a noose around the
you will be when you return. And you have grown very that you weren’t wearing when you first entered the hero’s neck. Until the hero breaks free, the hero
powerful indeed. Now that the original book has been ÷÷ You, the Wraiths, and any of the special items below house. Looking down the list, you see spaces where may not guess any letters and rolls 2 fewer dice
read, and its reader has become your new vessel, the can discover new rooms, operate the Mystic Elevator, letters should be, and the letters faintly begin to fill in, against attacks.
spell is complete. You’ll just need to safeguard your and do not need to attempt any special rolls to enter very much like an old game of Hangman. So that’s how
hidden soul, of course—starting with the deaths of these or exit rooms. you’ll decide who gets the gallows . . . ÷÷ If you are in the Roof Landing, the Upper Landing,
intruders who dare defile your house! or the Foyer, you may instead make a Speed attack
SPECIAL ITEM RULES RIGHT NOW against a hero on the floor below you. Trace a path
RIGHT NOW If a hero enters the room containing the Chest, from your landing to the hero’s room using both
÷÷ Your explorer is still in the game but has turned traitor.
announce the contents and play them as follows: landings. Roll 1 fewer die for each room between
÷÷ Your explorer is still in the game but has turned traitor.
÷÷ Get a number of pieces of paper equal to the number you and the hero, not including either of your rooms.
÷÷ Raise all of your traits that are not at least 2 above ÷÷ When the Chest is located: The Chest is locked. A of heroes in the house. Draw a Hangman game You must have an uninterrupted string of unlocked
their starting values to that value. hero may attempt a Might roll of 4+ to break the gallows on each piece of paper. doors between you and the hero. For example, if you
lock, or automatically open it with the Key. are on the Roof Landing, and the hero is in a room
÷÷ Set aside the pentagonal item tokens from 1 to 5 ÷÷ Decide on a theme for your Hangman words and
(representing Soulcruxes). These are containers for ÷÷ When the Chest is opened: Inside is a Rabbit that phrases. They must be titles, names, or common connected to the Upper Landing, you would roll 1
your soul. runs out (replace item #1 with #2). It now takes its words and phrases, but this must be specified to all fewer die to account for the Upper Landing being
turn in order after the hero who opened the Chest, players. For example, a theme may be “Movie Titles.” between your rooms.
÷÷ Put item 1 (representing the Chest) in a room of your and flees from the heroes as a monster with Speed
choice. Keep the other item tokens nearby. 4. A hero may attempt a Speed roll of 3+ to kill it. ÷÷ In secret, write down a word or phrase in the HOW TO PLAY THE GALLOWS GAME
theme for each hero. The word or phrase must be a
÷÷ Once on each of his or her turns, a hero may guess
WHAT YOU KNOW ABOUT THE HEROES ÷÷ When the Rabbit is killed: Inside is a Duck that flies maximum of four words and twelve total letters.
out (replace item #2 with #3). It now takes its turn in a letter in his or her word or phrase. If the guess
They plan to find and destroy your hidden soul. ÷÷ Under the gallows, write the blanks (not the letters!) is correct, write in the letter in any blank that it
order after the hero who killed the Rabbit, and flees
from the heroes as a monster with Speed 5. A hero for each hero’s word or phrase, leaving a space appears. If it isn’t, draw a body part hanging from
YOU WIN WHEN . . . between words. the gallows in this order: head, body, left arm, right
may attempt a Might roll of 4+ to kill it.
. . . all the heroes are dead. arm, left leg, right leg. Each time you draw a body
÷÷ When the Duck is killed: Inside is an Egg that rolls ÷÷ Speak in a Wild West voice for the rest of the game.
SPECIAL ATTACK RULES part, that hero takes 1 die of physical damage.
out (replace item #3 with #4). It now takes its turn
in order after the explorer who killed the Duck, and
WHAT YOU KNOW ABOUT THE HEROES ÷÷ If a hero’s Hangman card is completed with a full
÷÷ You cannot take damage. You can still attack heroes
flees from the heroes as a monster with Speed 1. A They are all on your execution list and will be playing person (six wrong guesses) when you are in line of
and they can still steal from you.
hero may attempt a Knowledge roll of 5+ to break Hangman to try to win back their lives. sight with that hero, that hero is killed.
÷÷ If a hero dies, the hero drops all cards, becomes a
it open.
Wraith, and joins your side. A Wraith cannot draw, YOU WIN WHEN . . . IF YOU WIN . . .
carry, or use cards. A stunned Wraith is removed ÷÷ When the Egg is broken: Inside is your soul, in the “My work here is done,” you sigh in relief. Now, to
. . . all the heroes are dead.
from the game. form of a Pen (replace item #4 with #5). A hero may move on to the next town in line, where more doomed
attempt a Sanity roll of 6+ to destroy it. souls wait for the noose. Innocent? Guilty? It doesn’t
÷÷ If a hero has any companions (Cat, Dog, Girl, or
Madman) when turned into a Wraith, turn them matter. Eventually, everyone sees the rope.
IF YOU WIN . . .
face-down; each face-down card adds 1 die per
companion to the Wraith’s trait rolls. Your soul is safe, for now. The time has come to make
yourself known once more to the world—they already  
÷÷ After all instructions have been read, if any hero know your name from the book you cleverly hid
mentions your name—Maldovo—you may make a among them. Now everyone who’s read your book and
Sanity attack against the hero. You do not need to unwittingly summoned you back will soon learn of your
explain why you are making this attack, only that dominion over them. You will reveal yourself as the
you are. master of dark magic!

HAUNT HAUNT

68 69
To Reach the Cosmos The Other Side
BY BEN PETRISOR BY LIZ SPAIN

You uncork an ancient bottle and your lungs fill with a SPECIAL ATTACK RULES It’s taken a while, but you’ve finally managed to HOW TO PUT A GHOST TO REST
pale blue mist. You feel your cares melt into the aether. ÷÷ Instead of your physical attack, you may make a contact the spirits of the house. They are not friendly. ÷÷ To put the Ghosts to rest, take something precious
It’s all so clear now! The stars above look so far away, Sanity attack against a hero in the same room. No wonder then that the last three attempts to sell the from each Ghost and deliver it to a room with an
but they’re really just a gate you can reach yourself. house have fallen through. omen symbol . You must do this at least four
You just need to elevate your thoughts to a higher ÷÷ A Brainstraw may steal one of a hero’s Thoughts,
The estate agent seemed exasperated on the phone. times, and at least once for each Ghost.
plane! But how? Why, with your friends of course. You chosen randomly, by succeeding in a Knowledge
attack against the hero. The Brainstraw then ends “Ridiculous superstition,” he said. “Bunch of people ÷÷ When you steal an item card that belongs to a Ghost,
can do anything—even reach the cosmos—if you put
its movement and spawns another Brainstraw in hang themselves in a house and people just naturally put that hero’s explorer token on the item card. On
your brains together.
its room. assume it’s haunted.” The paycheck seemed good your turn, you may take that item to a room in the
when you accepted. But now, you’re standing in a house. Put the explorer token for that Ghost on the
RIGHT NOW ÷÷ If a Brainstraw is defeated by any attack during locked house full of manifested ghosts as dangerous room to mark that it has been put to rest in that
÷÷ Your explorer is still in the game but has turned traitor. a hero’s turn, it is stunned and retreats. Put the as they are insane. There’s no way you’re being paid room. That Ghost must then lower its traits to their
Brainstraw in your room. enough for this.
÷÷ Set aside all the small green monster tokens lowest values. You may not use a room with an
(representing Brainstraws). ÷÷ When a hero defeats you in mental combat to explorer token on it to put another Ghost to rest.
steal your Thought, if you have another explorer’s RIGHT NOW
÷÷ Put one Brainstraw in your room and an adjacent
room up to three rooms away without another hero
Thought, you may give the hero who defeated you ÷÷ Your explorer is still in the game but has turned traitor. SPECIAL ATTACK RULES
that Thought instead. ÷÷ You may only attack Ghosts using Sanity or
in it. If there are no empty rooms, you may place the ÷÷ Set aside one matching explorer token for each hero
tokens in your room. if you have four or five heroes, two for each if you Knowledge. On your turn, you may attack each Ghost
LOSING AND GAINING THOUGHTS that is in the same room as you once. Regardless
÷÷ Get a number of pieces of paper equal to the number have three heroes, and three for each if you have
÷÷ If you lose a Thought, lose 1 in the trait listed on the of what trait you attack with, a Ghost can only lose
of heroes. Write down a “Thought” for each hero. two heroes.
outside of the paper. Sanity when damaged by your attack.
It could be what you plan to do after you ascend to ÷÷ Raise your Sanity and Knowledge to their maximum
the cosmos, or about a previous event in the game, ÷÷ If you gain a Thought, gain 1 in its trait, and read the ÷÷ When you defeat a Ghost, you may gain 1 Sanity
values.
or even the first thing that comes to mind. Fold the Thought aloud. or 1 Knowledge and take one of the Ghost’s items.
÷÷ You have some ghosthunting equipment. For each This includes items that may not be lost, dropped,
papers so that no one else can read them.
BRAINSTRAWS hero, search the item stack and its discard pile for an or stolen.
÷÷ Write a trait such as Knowledge on the outside of item card from this list in this order: Chalk, Device,
each piece of paper; you may not use the same trait Speed 3 Might 5 Sanity 5 Knowledge 5 Ceremonial Robes, Locket, Blueprint. If a hero has an ÷÷ If a Ghost attacks you with Speed, Might, or
more than twice. Raise each Thought’s appropriate item that you are searching for, take it. Then shuffle Knowledge and wins, you do not take damage
If a Brainstraw enters the Mystic Elevator, the Elevator unless your Sanity is at its minimum value.
trait by 1. the discard pile into the item stack.
won’t function until the Brainstraw leaves.
WHAT YOU KNOW ABOUT THE HEROES WHAT YOU KNOW ABOUT THE HEROES IF YOU WIN . . .
IF YOU WIN . . . The house seems brighter now, as if the windows are
They don’t want to help you ascend. In fact, they’ll try The spirits of this house are unsettled. Angry, even.
to cut at your straws and even try to take your own It’s so beautiful! A world like no one’s ever seen before, letting in more light. You pack up the rope used to hang
They may attempt to hurt you. They won’t let you
Thoughts. and you have your friends to thank. Luckily, they’ll the previous occupants at the end of their lives, along
leave. The only way you’re getting out of this alive is
get to live the experience through you. You feel the with the rest of the tools of your trade. It’ll be nice to
if you can appease the Ghosts of the dead that control
YOU WIN WHEN . . . happiest memory of all your friends at once. You are in have some new life in this house. That, and a new coat
the house.
pure bliss in a world where physics and reality don’t of paint.
. . . you end your turn and have each living hold true like in the world before.
hero’s Thought. YOU WIN WHEN . . .
. . . you manage to put all the Ghosts to rest.

HAUNT HAUNT

70 71
Man’s Worst Enemy Existence Precedes Essence
BY KEITH BAKER BY PENDLETON WARD

The last thing you expected to find in the house was YOU MUST DO THIS ON YOUR TURN You pick up a skull resting inside the dusty basin of an SPECIAL ATTACK RULES
a puppy. Who knows how long the poor whelp had At the end of each of your turns, lower the Turn/ old stone fountain. Its dry lipless smile reminds you of ÷÷ Instead of attacking, you can hurl the Head if you are
been trapped in the crumbling manor? You scooped Damage track to the next number. When it reaches 0, the cosmic joke that is your life within the smothering in the same room. You may toss it into a room any
up the little creature, never noticing the dust-covered you may possess a hero. Then reset the Turn/Damage vastness of time and space. “You’re bumming me out, number of rooms away in a straight line, including
pentagram surrounding it. Your thoughts dissolve as track to 6. skull!” Affixed above the fountain, a stone cherub cocks up and down stairs, the Balcony, or the Coal Chute.
you stare into its soulful brown eyes, until your mind is its head in your direction and drools out a stream of Make a Might attack against a hero in that room after
soft clay ready to be reshaped by your adorable new THE BEAST thick dark tar full of stars. You surmise out loud, “It’s you toss the Head.
master. What a good boy he is! He’s your best friend. universe liquid!”
And you need to protect your friend . . . Speed 4 Might 4 Sanity 6 ÷÷ If a hero is killed, replace the hero’s figure with the
The stars invade your eyes and rewire your mind. matching explorer token.
Instinctively you take the skull and plunge it into the
RIGHT NOW SPECIAL ATTACK RULES ÷÷ If the Head kills a hero or comes across a hero’s
goop. Muscles, eyes, teeth and flesh sprout out from
÷÷ Your explorer is still in the game but has turned traitor. ÷÷ The Beast makes Sanity attacks and deals mental their respective regions inside the skull, covering it explorer token during its turn or when it is tossed,
damage. When you reduce a victim’s mental trait completely with a quick SHLORP! sound. The skull put the hero’s explorer token on the Head. Tokens
÷÷ Discard the Dog card and put a small red monster
to the skull symbol, that trait remains at its lowest has become a living Head! It smacks its lips and says, move with the Head, and can be stolen by heroes.
token (representing the Beast) in the same room as
you. You will do anything to protect the Beast from value and the victim is possessed (see Possession). “What . . . Am . . . I?” ÷÷ While the Head has any explorer tokens, it cannot
your former allies. As you fight them, be sure to let ÷÷ The Beast cannot be attacked through normal attack on its turn but may defend.
You stare deeply into the eyes of the Head in your
them know what a good boy your new master is. means. Its coercive powers—and adorable little hands and mutter “Buddy, you’re my new best friend
He’s the best dog ever! face—prevent anyone from attacking it directly. and together we will never be bummed again.”
HEAD
÷÷ If you have the Girl, the Cat, or the Madman, set ÷÷ You (and any other victims of possession) can attack, Speed 5 Might 5
“Hooray! Also, I’m hungry,” says the Head.
aside their cards and adjust your traits accordingly; if be attacked, and use cards normally. If any of your
this would lower any trait to the skull symbol, set it traits drop to the skull symbol, you are rendered You lightly tussle the Head’s baby-soft hair and laugh, *MORE NEW FRIENDS
at its lowest value above the skull symbol. Use small unconscious and removed from the game. “Don’t worry, I’m sure my old friends won’t mind if you
If the Head or any explorer brings a hero’s explorer
monster tokens of different colors to represent the chew on ’em.”
÷÷ If a hero has the Cat card, the Beast must attack that token into the life-giving waters of the Fountain, its
companions; put each token in a different room up
hero if it can. body will heal horrifically, coming back to life as a
to 4 spaces away, and put a matching monster token RIGHT NOW reanimated monster with no memory of its past self.
on the card for reference. They remain in these ÷÷ Your explorer is still in the game but has turned traitor.
POSSESSION Reset the monster’s traits to their starting values
rooms and can be picked up by the heroes.
The fiendish spirit within the Beast has the power to ÷÷ Lower your Sanity to the lowest value above the and give the monster the “Attack” note and put the
÷÷ Set up the Turn/Damage track with a plastic clip at corrupt and control heroes. When a hero is possessed, skull symbol. monster’s figure in the closest room containing a hero.
6. You’ll use it to keep track of time for purposes of that hero becomes a traitor. There are two ways that
possession. ÷÷ Put the Fountain token and the large circular Head If the hero that the monster attacked then attacks the
this can happen. monster on his or her next turn, give the monster the
token in the room where the haunt was revealed.
WHAT YOU KNOW ABOUT THE HEROES ÷÷ The Beast can possess a victim using its mental “Join” note; that monster is now on your side. If the
÷÷ Set aside a matching explorer token for each hero.
attack (see Special Attack Rules). monster doesn’t attack the reanimated hero, give the
They are trying to destroy the Beast.
÷÷ Get three pieces of paper. Write these notes: monster the “Rejoin” note; that monster returns to
÷÷ When the Turn/Damage track reaches 0, the Beast being a hero and is now back on the heroes’ side.
YOU WIN WHEN . . . may automatically possess the hero with the lowest ww Attack the closest hero.
. . . all the heroes are either dead or controlled by Sanity value. In the case of a tie, you decide which ww Join the traitor. After each step of this process, get the piece of paper
the Beast. of the tied heroes is possessed. If the player with the back so that more monsters can be reanimated.
ww Rejoin the heroes.
lowest Sanity value is somehow protected, the Beast
possesses the player with the next highest Sanity IF YOU WIN . . .
WHAT YOU KNOW ABOUT THE HEROES
value. Whether or not the Beast possesses a hero, After the Head has its fill, munching and then
reset the Turn/Damage track to 6. They do not approve of your newfound friendship
burping up your old friends, you collect their chewed
with the Head. They’re trying to TEAR YOUR
up bits and pieces and put them all inside the
IF YOU WIN… RELATIONSHIP APART.
fountain. The universe liquid heals and warps them
The power of the Beast grows stronger by the hour. into entirely new fleshy creatures. They undulate
By dawn its influence will reach across the township.
YOU WIN WHEN . . . and flex in the starry goop. The ones with mouths
The tiny sliver of your personality that remains shivers . . . all the heroes have either been fed to your Head or call out, “What . . . Am . . . I?!”. You comfort them by
as you envision the world that lies ahead… the Age turned into more new friends.* stating the facts: “Y’all are cool and I love you. Let’s
of the Beast. go get some dinner ’cause I’m hungry now too.” The
creatures cheer! Gently, you bundle them up inside
What a good boy he is! You’d better go find his
your shirt and set off into the night.
favorite ball.

HAUNT HAUNT

72 73
Coulrophobia Let It Glow
BY JUSTIN GARY BY ELISA TEAGUE

A little doggie flops up next to you with your slippers in SPECIAL ATTACK RULES You pick up a snowglobe from the floor and stare at the HOW TO CREATE SNOW MONSTERS
his mouth. Your giant red slippers. Of course, you put Take the item tokens from above and be prepared to wintry landscape. A memory of days past flash through ÷÷ Once during your turn, you may create a Snow
them on. Why wouldn’t you? deliver just the right joke death to each of your friends. your mind, as if from another lifetime . . . another Monster in any room with an omen symbol
Each friend has selected a personal joke that he or she world. As the dark memories of freezing snow flood by succeeding at a Knowledge roll of 5+. If all ten
And . . . Heh. Hee hee. As you look into the mirror, you
would just die for! Once during your turn, you can make your brain, an icy glowing power flows through your Snow Monsters are in the house, you cannot create
realize you’ve had the wrong idea about this house
either a knock-knock joke or a killing joke: body. Frozen no more, your anger turns to the house any more.
all along. This isn’t scary at all! It’s hilarious! Why
and its inhabitants. Now everyone will feel as cold as
would everyone be so scared of a harmless house? ÷÷ Knock-Knock Joke: Pick one of your remaining ÷÷ The Snow Monsters have Speed and Might values
your heart has been all these years . . .
You know what would be the funniest thing of all? If Gags and tell the heroes a knock-knock joke (see equal to the number on the Turn/Damage track
you murdered everyone just as if the house was really (minimum 1).
below). Each hero on your floor must make a RIGHT NOW
haunted. Hahahaha! That would be priceless! But we Sanity roll. If your Gag number matches that of the
need to make sure they die in really funny ways. Let’s ÷÷ Your explorer is still in the game but has turned traitor. ÷÷ If you are attacked in a room containing a Snow
hero’s piece of paper, then you must laugh out loud Monster, you can make the hero attack the Snow
put on this big red nose and ready these zany props manically, and that hero needs a 5+; other heroes ÷÷ Set up the Turn/Damage track with a plastic clip
first for some extra chuckles! Monster instead.
need a 2+. Any heroes who fail take 1 point of at 1. You’ll use this to keep track of temperature.
mental damage. Each number on the track represents 10 degrees
RIGHT NOW YOU MUST DO THIS ON THE
Fahrenheit below zero.
÷÷ Killing Joke: If you or the Dog are in the same room MONSTERS’ TURN
÷÷ Your explorer is still in the game but has turned traitor. ÷÷ Set aside ten small orange monster tokens
as a hero, you can use one of your Gags. The Gag On the Snow Monsters’ turn, for each faceup Snow
÷÷ You are Knick-Knack the Clown. You tell knock- is destroyed. The hero must succeed at a Might or (representing Snow Monsters). Monster in a room with an unlocked Thermostat, you
knock jokes. Speed roll of 5+ or take 1 point of physical damage ÷÷ Gain 2 Might and 2 Knowledge. may roll a die. For each blank result, advance the Turn/
÷÷ Put your figure in the Entrance Hall. and 1 point of mental damage. If you’ve chosen the Damage track to the next number.
Gag number that matches the hero’s piece of paper, WHAT YOU KNOW ABOUT THE HEROES
÷÷ You may reset any of your traits to 1 above their put that piece of paper face-up in front of the hero. IF YOU WIN . . .
They don’t like the cold and will try to stop the house
starting values. On that hero’s next turn, the hero begins laughing from freezing over. You smile, looking over your glistening, icy castle in the
÷÷ Set aside five pentagonal item tokens numbered to death. At the end of each of his or her turns, the beautiful, white snow. You think to yourself, “First, my
from 1 to 5 (representing Gags). laughing hero takes 1 point of physical damage and YOU MUST DO THIS ON YOUR TURN beautiful house, and then the rest of the world will be
1 point of mental damage. That hero can also no completely engulfed in ice!” At last, no living thing will
÷÷ Get five pieces of paper, number them 1 through 5, At the end of each of your turns, advance the Turn/
longer make attacks. ever challenge you, bother you, or get in your way. You
and write down these words (or different ones in the Damage track to the next number, which represents the
same spirit!): When you would take damage, you may choose one of temperature in the house going down. Announce the will rule your frozen kingdom, alone.
your Gags and destroy it instead to take no damage. temperature after you do so.
ww 1. Acid-blasting seltzer bottle
Your wonderful pooch Noodles can attack normally, If the Turn/Damage track reaches 0, you take 1 die of
ww 2. Exploding whoopee cushion
and can carry one Gag at a time. If you use the Dog to physical damage at the start of your turn, unless you
ww 3. Neck-breaking banana peel deliver a killing joke, it must use the Gag it is carrying. are in the Balcony.
ww 4. Toxic cream pie The unfunny heroes might try to attack your adorable
Dog. The Dog cannot take damage, but it can be YOU WIN WHEN . . .
ww 5. Strangulating rubber chicken stunned or have its Gag stolen. . . . all the heroes are killed or freeze to death. When
÷÷ Close your eyes and tell each hero to pick one piece the Turn/Damage track reaches 9 minus the number of
of paper and put it in his or her pocket. If there are NOODLES THE DOG heroes at the start of the haunt, the house is completely
more pieces of paper than heroes, they should put frozen, and all heroes freeze to death. (For example, if
the unchosen ones in the box where you cannot Speed 6 Might 3 there are four heroes, the heroes die when the track
see them. reaches 5.)
KNICK-KNACK’S KNOCK-KNOCK JOKES
WHAT YOU KNOW ABOUT THE HEROES Unfortunately, you are terrible at telling knock-knock
They’ve got no sense of humor. jokes. They always go like this:
Knock knock.
YOU WIN WHEN . . .
. . . you kill two heroes, or all but one hero is no longer Who’s there?
in the house and you kill that hero. Strangulating rubber chicken.
Strangulating rubber chicken who?
<sound of strangling noises>

IF YOU WIN . . .
HAHAHAHAHA! Guess you’ve got the last laugh!

HAUNT HAUNT

74 75
back to the past They’re Always After Me
BY CHRIS DUPUIS BY MIKE SELINKER, BASED ON A SONG BY PAUL AND STORM

It’s all happening according to plan. One by one, you After you answer, the heroes may be able to eliminate You find a cereal box and open it. You are surrounded SPECIAL ATTACK RULES
deceived your friends and murdered them, leaving one or more rooms based on your response. Roll 2 dice. by twinkly glittering: hearts, clovers, stars, and other ÷÷ You cannot attack with Might except in the Rainbow.
yourself as the sole hero of the company. Now it’s time Flip face-down up to that number of rooms which the strange shapes. You have been transformed into a Elsewhere, you always make Speed attacks by
to complete what you all started and invoke the ritual players now know are not your room based on your sprightly goblin known as a Leprechaun. rolling maximum number of dice equal to your Speed
of the house. If only they had shared your vision, they response. Do not ever flip your room. Example 1: You or the number of room tiles on this floor that you
And there be heroes here. Heroes who are always after
could have shared the power with you. were asked whether you are in a room with only one entered before attacking, whichever is fewer. So, if
your lucky charm.
door, and you answered no, so they know they can you started four rooms away on this floor, and you
As you clean the blood off of your dagger, you get a
eliminate all rooms with one door. When you roll to have a Speed of 6, you would roll 4 dice. But if you
strange sense of deja vu. Something is wrong. Someone
flip rooms, you can flip as many one-door rooms as you
RIGHT NOW
has changed the past. Or the future . . . it’s hard to tell. ÷÷ Your explorer is still in the game but has turned traitor. have a Speed of 3, you would roll only 3 dice. You
rolled. Example 2: You were asked whether you are in cannot attack anyone in the room you start a turn in
No matter. Nothing can stop you now. All you have to
a room with a table and you answered yes. When you ÷÷ Raise your Speed to its highest value. (except on the Rainbow), nor can you enter a room
do is remain hidden, and all will be well. The power
roll to flip rooms, you can flip as many rooms without a you previously left on this turn.
will be yours, and no one will be able to stop you. ÷÷ Shuffle the Medallion (representing your Lucky
table as you rolled.
Charm) into the omen stack. ÷÷ If you are defeated when you attack or defend, cry
RIGHT NOW When you flip a room, remove any figures and tokens
÷÷ Adopt a bone-chillingly bad Irish accent for the rest out: “Dear boy, release me!” The hero will tell you
÷÷ Your explorer is still in the game but has turned traitor. on the room, flip it over, and put it back in the house what happens then.
of the game.
where it previously sat. Then replace any figures and
÷÷ Set aside nine Obstacle tokens (representing tokens.
Pentagrams). Set aside six small monster tokens of WHAT YOU KNOW ABOUT THE HEROES THE RAINBOW
any color (representing Flipped Landings). If you flip a landing, place a small monster token on They seek your Pot of Gold, which you have placed If the heroes discover the Rainbow, each Color of the
the flipped room as a reminder of which room was the at the end of a hidden Rainbow. You don’t want them Rainbow is treated as 1 space of movement. If you stop
÷÷ Remove your figure from the house, as you will your movement on a Color that contains a hero, or a
landing. You still treat it as the landing for that floor. to get your Lucky Charm, for then they will find the
conduct things from behind the scenes. hero ends his or her movement on your Color, you may
Rainbow.
÷÷ Choose a room in play to hide in. Write the name of HOW TO SLOW THE HEROES immediately make a Might attack to push the hero off
your room on a piece of paper, and keep it secret. ÷÷ At the start of each hero’s turn, you may put one of YOU WIN WHEN . . . the Rainbow. If you succeed, the hero falls to his or her
the nine Pentagrams in any room to slow the heroes’ death.
. . . all the heroes are dead.
WHAT YOU KNOW ABOUT THE HEROES progress. It takes an extra space of movement to
They are reversing time to stop you from killing them. enter a room containing a Pentagram token. Perhaps SPECIAL TURN ORDER RULES IF YOU WIN . . .
You must slow them down by masking your location. you will use them to slow the heroes’ progress to You have slain the last explorer who dared to threaten
You take a turn after each hero takes a turn.
your room, or you will use them to obfuscate where your prized pot of gold. You are alone and gleeful,
You’re speedy.
YOU WIN WHEN . . . you are hiding. Do whatever you can to complete hoping someday that more explorers will arrive for you
. . . you complete the ritual by being unrevealed when your ritual! to bedevil.
YOU MUST DO THIS ON YOUR TURN
the Turn/Damage track reaches 0. ÷÷ Each time a hero enters a flipped room, he or she Till then, you will count your gold and laugh into
If you end your turn in a room with an omen symbol
must take 1 die of mental damage, so choose your , look at the top card of the omen stack then put it the night.
SPECIAL TURN ORDER RULES flipped rooms wisely! back. Then, if you succeed at a Knowledge roll of 4+,
You don’t take turns. Don’t worry. You’ll have plenty to you may shuffle the stack.
do on the heroes’ turns. IF YOU WIN . . .
“BAH!” you yell. “The power of the house is mine now!
YOU MUST DO THIS ON EACH No one can stop—“ You suddenly feel an intense pain in
HERO’S TURNS your stomach. “Oh no . . .” You reach out to your former
During each turn, a hero will ask you one yes or no friends as the house pulls you in every direction.
question about your room to determine where you
are hiding. You must answer truthfully. A question Literally.
may only be asked about a specific room or the room’s In a mirror on the wall, you register a momentary
characteristics. Questions must be limited to the names image of flesh, blood, and bone being ripped from your
or characteristics of the room. They cannot involve body as you explode outward, showering the walls. The
information about what floor the room is on, or its house begins to absorb the remnants as the same thing
position in relation to other rooms. Additionally, they happens to every other person in it. The front door
cannot ask questions about symbols or game text on creaks open. The house on the hill has awoken.
the room.

HAUNT HAUNT

76 77
The Devil’s Name The Twins
BY F. WESLEY SCHNEIDER BY JERRY HOLKINS AND MIKE SELINKER

Visions of conquests and depravities scour away SPECIAL ATTACK RULES Everything has gone precisely according to the stars, HOW TO WEAVE THE SEAM
memories of an unremarkable life. The hubris of mortal ÷÷ You may make a Knowledge attack against a hero who authored this auspicious night when life left the ÷÷ On your turn, you may drop a Node (similar to
sanity burns amid scenes of inconceivable hellscapes. in the same room. If you reduce the hero’s trait to ancient seas and dragged itself, panting, to the shore. dropping an item) on a doorway or other method
the skull symbol with that attack, a portion of your Your twin is here, you know that now; a moment of of transferring between rooms or floors. That route
“This form will do . . . for now.” Those are the final
immortal essence possesses the hero. Possessed recognition burns between you, millennia of affection may no longer be moved through or seen through by
words you hear as an individual. Who you were is
heroes reset their traits to their starting values and and misery erupting to the surface. But you cannot anyone in the house, including you and your Twin.
gone. Now you’re something more. You are the Fiend.
become traitors. share that love now, as there is work to be done. The If you have already placed all your Nodes, remove a
Yet, there’s a risk that your new freedom is merely a distance between you burns like a brand, and when Node from the house before dropping a new one. You
fleeting thing. The Brimstone Square is near. Scratched ÷÷ If any of your traits would be reduced to the skull you have used that heat to destroy this place, you can may not put a Node in a room that already has one.
upon that riddle in stone lies the secret of your true symbol, lower the trait to the lowest value above the be together in the next one.
name, the truth of your being and the only thing that skull symbol. ÷÷ You may not drop a Node if it would seal off one
might drive you back into your prison. Your name might RIGHT NOW room or set of rooms from the rest of the house. For
not be obvious, but it’s far from safe. THE FIEND’S NAME example, if the Bathroom (which has one door) is
÷÷ Your explorers are still in the game, but have turned
next to the Arsenal (which has two doors), you may
To yourself, you whisper a secret only you should know, Twin traitors.
1 B A L A M not put a Node on either of those doors, as it would
the secret of your own true name. ÷÷ For each trait, you may lower one Twin’s trait to seal off the Bathroom.
2 M A T I R raise the other’s by the same amount.
RIGHT NOW ÷÷ If you do not move on a turn in which you start in a
3 L I L I M ÷÷ Set aside a number of Obstacle tokens (representing room with a Node, you may instead tap the Node’s
÷÷ Your explorer is still in the game but has turned traitor. Nodes) equal to six minus the number of heroes. So if
4 O R M I S power to raise one of your traits to its starting value.
÷÷ Gain 5 Knowledge. there is one hero, set aside five tokens.
5 V O T H R SPECIAL ATTACK RULES
÷÷ Put six pentagonal item tokens numbered from 1 to 6 WHAT YOU KNOW ABOUT THE HEROES
(representing the Tomes of Lore) in different rooms. 6 L O L T H If you take damage, you may split it between you and
They are trying to stop you from making a Seam. That your Twin, as long as both of you lose at least 1 point
You must put at least one on each floor, though only
7 B O T I S is an energy wave that will extend between you and in a trait.
one can be placed on the floor you’re currently on.
your Twin when you are far enough apart.
÷÷ If you have the Chalk card, give it to a hero. 8 M I M U M
IF YOU WIN . . .
÷÷ Pick a number from 1 to 20 to get a 5-letter name on 9 V E C U R YOU WIN WHEN . . . You see your twin one last time, as the final seam
the Fiend’s Name table. Write this name on a piece of . . .you get out all the Nodes and can trace a path erupts between you, swallowing you both. You mix
10 O R P A K
paper. Do not reveal this name to the heroes. between you and your Twin that touches all the Nodes and hiss, like rain on hot magma, until you stretch and
11 M E C U H and includes at least twenty rooms. collapse. There is only one of you now, the alloy that
WHAT YOU KNOW ABOUT THE HEROES will form the rich yolk of the next universe. You have a
12 B A P H M
The heroes have unearthed the Brimstone Square, single mouth. And it smiles.
a relic that bears the secret of your true name and 13 V I C T H
so holds the power to imprison you once more. The
14 O R C U S
Brimstone Square holds many secrets, though, and the
heroes will need to find Tomes of Lore to decipher your 15 L E T H K
true name.
16 O I C A K
HOW YOUR TRUE NAME WORKS 17 B E L T H
÷÷ Each Tome of Lore can reveal one letter of your
18 M O L A K
true name. The letter is not revealed until a hero
spends all of his or her movement for a turn and 19 L A M A S
successfully researches the Tome. If a hero’s research
is successful, you must reveal one unrevealed letter 20 V E P A R
of your true name (any letter, in any order). Each
instance of a letter is considered a different letter,
even if your name contains multiples of the same
SPECIAL ITEM RULES
letter. You cannot pick up Tomes of Lore or the Chalk.
However, possessed heroes can do both of those things.
÷÷ If a hero in the same room as you speaks your true
name, you are banished and they win. However, if YOU WIN WHEN . . .
a hero speaks the wrong name to you, you possess
. . . all the heroes are possessed or dead.
that hero immediately (see Special Attack Rules).
÷÷ A hero may also speak a name to a possessed IF YOU WIN . . .
hero. If correct, your possession ends and can’t be The last mortal ceases to resist.
regained. If incorrect, you will deal the guesser a
number of points of mental damage equal to the You make its first task a simple one. Tomes of hateful
number of unguessed letters. words burn easily. Brittle stones crumble to dust. Once
more the secret of your name is yours alone.
Now no mortal might hope to bind you.
HAUNT Now, you will be their master. HAUNT

78 79
I, Mutant The Canopic Curse
BY LIZ SPAIN BY PAUL PETERSON

It’s a great day for science! The fine people at Humane ASSISTANTS You have finally discovered the vessel which the CURSES
Research Supplies have delivered a fresh batch of The Assistants act on the monsters’ turn. Each is different. priests used to capture Khasekhemui’s power upon the
monkeys for your experimentation. These monkeys are pharaoh’s death. You should have guessed it was a CURSE EFFECT
so adorable, they think they’re humans! Ho ho. Precious RED canopic jar. But even you do not know which of the jars 1 You cannot pick up an even-numbered Jar.
little monkeys. You’d best get to mutating them right in this house holds the essence. You’ll have to get them
away. After all, you— Speed 3 Might 5 Sanity 2 Knowledge 2 all before the others figure it out. 2 You are also a traitor. You may pretend to
have any one of the other curses. You want
CRASH! If the red Assistant defeats a Monkey, you may move RIGHT NOW to take the correct jar to the Pentagram
Oh my! The monkeys have escaped their cages! that Monkey through a doorway into an adjacent room. Chamber instead of the Entrance Hall.
÷÷ Your explorer is still in the game but has turned traitor.

RIGHT NOW ORANGE ÷÷ Before you leave the room, collect the Obstacle 3 Unless you end your turn in a room with
tokens (representing Curses) numbered from 1 to an item symbol or omen symbol ,
÷÷ Your explorer is still in the game but has Speed 5 Might 3 Sanity 2 Knowledge 2 6 and bring them with you. Put them face-down take 1 die of mental damage.
turned traitor. randomly.
The orange Assistant may move through false doors. 4 You may not pick up a Jar from the floor
÷÷ Refer to the heroes as “Monkeys” for the rest of the ÷÷ When the heroes are ready, call each hero to come that you were on when you got the Curse.
game. It probably says something about that on their YELLOW out of the room individually to get a Curse (see
page. Probably. 5 You are also a traitor. You may pretend to
Assigning Curses and Traitorships).
Speed 2 Might 2 Sanity 2 Knowledge 5 have any one of the other curses. You want
÷÷ If the Research Laboratory is not yet in play, search ÷÷ Bring the Curse tokens back with you. Put the large to take the correct jar to the Pentagram
through the room stack until you find it and place it The yellow Assistant may attack or defend with circular Mummy token in the Pentagram Chamber. Chamber instead of the Entrance Hall.
in the house. Then shuffle that stack. Knowledge. If successful, instead of dealing damage to Put one random Curse token face-down under
÷÷ For each Monkey, put one small round monster token a Monkey, put an Electronet in the yellow Assistant’s the Mummy, and put the rest in the box so no one 6 You can only pick up the highest-numbered
(representing Assistants) of different colors in the room and capture that Monkey. knows their numbers. Jar that is not being held.
Research Laboratory.
GREEN WHAT YOU KNOW ABOUT THE HEROES HOW TO ACQUIRE A JAR
÷÷ Put a number of Obstacle tokens (representing
Electronets) equal to the number of explorers in They are also trying to get the Jars to stop you from ÷÷ You may take a Jar from a room at the end of your turn.
Speed 1 Might 3 Sanity 5 Knowledge 3 claiming your power.
different rooms in the house. ÷÷ You can’t move after taking a Jar, but you can give
Instead of moving, the green Assistant may teleport to the Jar to another explorer.
WHAT YOU KNOW ABOUT THE HEROES any room in the house. YOU WIN WHEN . . .
. . . you bring the correct Jar to the Pentagram Chamber, ÷÷ You cannot pick up more than one Jar during your turn.
The Monkeys have been changed into mutants and will
be trying their best to ruin your experiment. BLUE uniting the Mummy with his essence. ÷÷ You may drop a Jar at any time during your turn. You
can’t pick up a Jar you dropped on the same turn.
Speed 3 Might 4 Sanity 2 Knowledge 3 ASSIGNING CURSES AND TRAITORSHIPS
YOU WIN WHEN . . .
. . . you successfully capture all your Monkeys. When the blue Assistant is defeated during an attack, Outside the room, randomly assign a hero a Curse HOW TO KNOW WHO HAS THE
the Monkey takes damage for the amount his or her roll token. Not all heroes may have the same Curse; Curses CORRECT JAR
YOU MUST DO THIS ON YOUR TURN exceeds the blue Assistant’s. 2 and 5 are treated as the same Curse for this purpose. When all six Jars are collected, reveal the face-down
Then call that hero into your room and describe his or Curse under the Mummy. The explorer with the
During your turn, you may put one Electronet in a room
you occupied during that turn. Each of your Assistants
PURPLE her Curse. Do this for each hero. matching Jar token holds the correct Jar. It immediately
becomes that explorer’s turn. If the explorer is a traitor,
may do the same during the monsters’ turn. Speed 3 Might 4 Sanity 2 Knowledge 3 If a hero gets Curse 2 or Curse 5, the hero becomes a
the explorer must head toward the Pentagram Chamber.
secret traitor. The hero reads this page and chooses
HOW TO CAPTURE A MONKEY The purple Assistant adds 2 dice to attack rolls and, another Curse to pretend to have. The hero must act as
SPECIAL ATTACK RULES
When a Monkey enters a room with an Electronet, he instead of dealing damage, steals an item card from the if under this Curse until he or she reveals the ruse. This
hero if possible. You gain that item. may occur on any of the hero’s turns, but must happen Explorers may not attack an explorer who holds a Jar
or she must attempt a Might, Speed, or Knowledge
when the last Jar is picked up. until the correct Jar is revealed. After this, they may
roll of 5+ for each Electronet in that room. If any roll
is failed, the Monkey is captured; tip the hero’s figure MAGENTA attack normally. An explorer who is damaged during an
attack must succeed at a Might roll of 4+ to hold on to
over. For each roll that succeeds, remove an Electronet
Speed 3 Might 4 Sanity 4 Knowledge 1 the Jar. If the Jar is dropped, any explorer may pick it
from that room.
up normally.
The magenta Assistant cannot be stunned.
HOW TO CONTROL YOUR ASSISTANTS IF YOU WIN . . .
÷÷ Assistants may move their full Speed. They do not SPECIAL ATTACK RULES
You smash the jar into the middle of the Pentagram
roll to move. You accidentally made the Monkeys unkillable! If you
and feel the power of the mummified pharaoh flow
would kill a Monkey, any trait that would be reduced
÷÷ Assistants may move captured Monkeys. An Assistant into you. Nothing can stop you now. Ancient Egypt will
to the skull symbol drops to the lowest value above the
in the same room may spend 2 spaces of movement rise again.
skull symbol. The Monkey is instead captured; put an
to move the Monkey and/or any Electronets to the
Electronet in its room and capture the Monkey.
room where the Assistant ends his or her turn.
÷÷ If an Assistant is defeated by an attack, they are SPECIAL MOVEMENT RULES
stunned as usual. However, when the Assistant is A Monkey that has been captured does not
no longer stunned, replace the token with count as an opponent for the purposes of
a different color of Assistant. moving past an opponent.
HAUNT HAUNT

80 81
IF YOU WIN . . .
Mwah ha ha ha ha!
Get a Clue In the Details
BY ELISA TEAGUE BY ROB DAVIAU

“This is the last straw,” you think, as Mr. Dedman YOU MUST DO THIS ON YOUR TURN This scenario has no traitor—only heroes. You are all trying to be the one to get out of the contract. The rest of the
chastises you for placing out the wrong dessert china At the start of your turn, advance the Turn/Damage rules for this haunt are in Secrets of Survival.
for his guests. You’ve been the butler of this house for track to the next number. If it reaches 12, the police
20 years, and you always put out the gold-rimmed arrive.
plates for dessert. Now he wants the floral pattern?
Enough is enough. SPECIAL ATTACK RULES
As your anger rises, you grab the closest item to you, ÷÷ If any of your traits would be reduced to the skull
a rope, and throw it around your employer’s neck symbol, lower the trait to the lowest value above the
just after he pushes the silent alarm and lets out a skull symbol.
loud scream, alerting his guests that there may be
÷÷ In certain rooms of the house, heroes will establish
trouble. They are all in the Dining Room finishing
their alibis. You cannot damage or steal from heroes
their dessert, and you hope they don’t have a clue as
in their alibi rooms.
to what you’ve done.
SPECIAL ITEM AND OMEN RULES
RIGHT NOW
You may not pick up item cards, item tokens, or omens.
÷÷ Your explorer is still in the game but has turned traitor. However, you may steal weapons and the Rope from
÷÷ Gain 2 Might. the heroes using physical attacks.
÷÷ Set up the Turn/Damage track with a plastic clip at
the number of heroes. You’ll use this to keep track
IF YOU WIN . . .
of time. You smile smugly as the police leave the house. You are
free and clear, and now you are a servant to no one.
WHAT YOU KNOW ABOUT THE HEROES As the last bit of red and blue lights disappear over the
The heroes know that you are the killer, and they are horizon, you think to yourself, “Oh yes, now I remember
ready to tell the police what you did and why they Master Dedman asking me to use the floral china,” and
couldn’t possibly be guilty. shrug as you enter the house. You are the master here
now. You can break out the good dishes.
YOU WIN WHEN . . .
. . . all the heroes are dead or the Rope is dropped in
the Dining Room and the police arrive before those left
alive have their alibis.

HAUNT HAUNT

82 83
Forget to Remember the murderer in the machine
BY WILL HINDMARCH BY JEFF TIDBALL

The serial killer Richard Smith had a mind too powerful YOU MUST DO THIS ON THE The strange things in this old mansion had commanded YOU MUST DO THIS ON YOUR TURN
for any brain to hold. He was more than a being, more MONSTERS’ TURN your attention so fully that you were almost surprised At the start of your turn, advance the Turn/Damage
than meat and bones, and he refuses to be forgotten Whether or not you are loyal, you must make the to hear your ringtone go off. You pull out your phone, track to the next number. Do this only when your traitor
or ignored. He’s thinking—scheming—and he’s doing it Psychic Spirit’s mental attacks against the heroes. If a place your thumb on its sensor, and unlock it. You character’s turn comes, even if your character has
inside your own mind. hero has the Crystal Ball, the Psychic Spirit attacks him read a familiar word on the display: Flitter. That’s the been killed. Don’t do this on the turns of former heroes
or her; otherwise, it attacks the hero with the highest social network where you and your friends chirp about who’ve been driven mad and joined your side.
RIGHT NOW Knowledge. If the hero loses, this damage must be everything that’s important in your lives.
÷÷ Your explorer is still in the game but has turned traitor. split evenly between Sanity and Knowledge, with any You glance at your phone and recoil. It’s a photo, SPECIAL ATTACK RULES
÷÷ If your Sanity and/or Knowledge traits are leftover amount taken to whichever the hero prefers. showing the corpse of your best friend—with whom you You have a new action you can do at any time on your
below their starting values, raise them to their The Psychic Spirit never attacks you, whether or not had 244 friends in common—brutally murdered. traitor turn: Share social media killings. You can even
starting values. you are loyal. do this if your character is dead. Once during your turn,
Your phone rings again.
for each Smartphone (including dropped ones), do this:
÷÷ Secretly roll 1 die for each hero and add the results. SPECIAL ATTACK RULES Another picture! A different friend . . . slaughtered!
÷÷ Ask each hero to each roll 1 die. ÷÷ Choose a hero in the room.
÷÷ Whether or not you are loyal, you can now make
And another!
÷÷ If the sum of these rolls is less than the result of mental attacks using your Knowledge or Sanity ÷÷ If no reception has been established for that room,
your roll, you are disloyal and Richard Smith dwells on any explorer in your room. Remember that This is a great way to clean out your friend list. have the hero look for reception (he or she knows
within you. targets decide how to apply damage done to them, how). If the room contains a Dead Zone (an Obstacle
however, so it’s up to you to convince explorers to RIGHT NOW token) or is in the basement, stop this process for
÷÷ If the sum equals or exceeds your result, the bond take the kind of damage you want them to, whether that room here.
÷÷ Your explorer is still in the game but has turned traitor.
of friendship with the heroes helps you resist the or not you are loyal.
Psychic Spirit of Richard Smith and you are still ÷÷ Discard the Ring. ÷÷ Inform the hero that the Smartphone reveals grisly
loyal—but good luck convincing them that’s true. You ÷÷ The Psychic Spirit never takes damage from mental photos of his or her Flitter friends . . . who have all
attacks. ÷÷ Take a pentagonal item token (representing a been gruesomely slain somewhere out in the rest of
still count as a traitor, and may use any of the traitor Smartphone).
powers on page 17 of the base game rulebook, for the world!
÷÷ The heroes have figured out how to damage the
you now bear a trace of psychic power. vestige of the Psychic Spirit. If you are loyal, you ÷÷ Remove the Sanity clip from your character card. You ÷÷ Finally, make a Sanity attack against the hero, using
must convince them to turn that efforts on the no longer have a Sanity value. Recall that you can’t a number of dice equal to the number on the Turn/
WHAT YOU KNOW ABOUT THE HEROES Crystal Ball. A hero must succeed at an attack be attacked with Sanity, lose Sanity, or make Sanity Damage track plus the number of Bars of reception
They don’t understand. Richard Smith was a powerful against the room containing the hero holding the rolls (e.g., to resist the Music Box) without that score. (small monster tokens) in the room (maximum of
and brilliant man, forever in a mental battle between Crystal Ball to destroy it. ÷÷ Set up the Turn/Damage track with a plastic clip at 8 dice). The hero defends using Sanity, and takes
narcissism and self-loathing. You’ve glimpsed his 1. You’ll use this to keep track of time. Sanity damage if he or she loses.
÷÷ If you are loyal and a hero kills you, the Hero sees in
power and are forever changed by it—but the others your eyes that you are innocent and loses 2 Sanity.
won’t learn what must be done unless you can WHAT YOU KNOW ABOUT THE HEROES HOW TO ADD FRIENDS TO YOUR NETWORK
convince them. PSYCHIC SPIRIT OF RICHARD SMITH They’re locked in the house, so they’re trying to use Once a hero’s Sanity has dropped to the skull symbol,
their Smartphones to summon outside help to come the hero becomes your friend, and is no longer a hero.
YOU WIN WHEN . . . Sanity 6 Knowledge 6 break them out before you “unfriend” them all. Read your new friend these instructions:
If you are disloyal, you win when all the heroes are ÷÷ You’re not dead. You’re just my insane friend.
either dead or monsters in the service of the Psychic IF YOU WIN AND ARE LOYAL . . . YOU WIN WHEN . . .
Spirit of Richard Smith. Your brain feels clean and new, fresh as morning fog ÷÷ Remove the Sanity clip from your character card. You
. . . every hero has been driven mad and joined your
and crisp like a blank sheet of paper. You have the no longer have a Sanity value.
If you are loyal, you and the living heroes win when side, or been killed.
vaguest sense that you’re forgetting something, and ÷÷ You continue to take turns in the normal order, but
the Knowledge of each living hero has been lowered to
somehow that feels deeply comforting. your goal is to prevent the heroes from escaping—
its lowest value or dropped to the skull symbol. At that
point, if the heroes destroy the Crystal Ball, you then which might involve killing them.
lower your Knowledge to 1 to forget Richard Smith,
IF YOU WIN AND ARE DISLOYAL . . .
thereby destroying his spirit. They may not understand your brilliance or your SPECIAL DROPPED SMARTPHONE RULES
power, but that is beside the point. They shall never If a hero ends his or her turn in a room where there is
forget you, not ever, and thus you shall never die. no Smartphone, you may attempt a Knowledge roll of
5+ to move a dropped Smartphone (if there is one) to
that hero’s room.

IF YOU WIN . . .
You gather for a quick selfie in the Entrance Hall, then
you unlock the front door. The malevolent force that
animates the Flitter social network has broken more
lives this night, and claimed more minds. Today, its
depredation graph has expanded to include you as a
vital node.

HAUNT HAUNT

84 85
The Woods in the Cabin Sibling Rivalry
BY MIKE SELINKER BY MARIE POOLE AND ELISA TEAGUE

You are a tree. You have lived in this space for a YOU MUST DO THIS ON YOUR TURN You feel as if you are being pulled in two directions, YOU MUST DO THIS ON YOUR TURN
hundred years, reaching toward the life-giving sky. and your brain is talking to itself in near-identical Each turn, you must alternate which Sibling you move.
Your roots burrow deep into the earth, drawing water Do these things in this order. voices. “The game is afoot,” you think. “Spiders in At the start of each of your turns after the first, flip your
from rivulets under the soil. Squirrels nest high in your ÷÷ Put one Root in a basement room without a the pudding!” character card.
branches, bringing cacophonous resonance to your Rootstalk. “Marbles on the stairs! She’ll never make it out of THIS
timeless vigilance. SPECIAL MOVEMENT RULES
÷÷ Put one Acorn in an upper floor room. one!” another voice exclaims.
Pity these hairless apes have mistaken you for a house. If the heroes catch you and defeat you in combat, they
÷÷ Put a number of Squirrels equal to the number of “My pranks are the best, and I’ll have the best trap to
can drag you along with them to be punished. That’s
heroes in the room with the Plant token connected win the game!”
RIGHT NOW bad! At the start of your turn, you automatically slip
to the Tree House.
÷÷ Remove your figure from the house. You are “I can hardly wait to pull my next prank on that daft away and can move about freely.
no longer a person, but are instead the living ÷÷ Discover a room through any open door in the headmistress,” you begin to say aloud.
embodiment of the Tree. basement. SPECIAL TRAIT RULES
As you realize that these voices are now your own, and
÷÷ Write down how many rooms are in the house. that you have become possessed by siblings, your body Your trait values cannot change until the spirit of the
SPECIAL ATTACK RULES Headmistress is released from the basement.
splits into two versions of yourself. This should be . . . fun.
÷÷ Discard every card you’re carrying, even if it can’t be ÷÷ On the monsters’ turn, your Squirrels may attack
dropped. If any card you discard is a weapon, shuffle any hero that has an explorer token on his or her HOW TO PULL A PRANK
it into its stack. character card (that is, that has attacked you or your
RIGHT NOW
÷÷ Your explorer is still in the game but has turned traitor. Move to any room in the house and succeed at a
Squirrels). They may not attack other heroes.
÷÷ Place the Tree House on top of the Foyer. If an Sanity roll of 3+ to put a Prank in the room. You may
explorer or anything else is in the Tree House, move ÷÷ If a hero attacks one of your rooms, that room has a ÷÷ You have a Sibling on the other side of your only have a number of Pranks in the house equal to
it with the Tree House. If the Tree House is not yet Might of 4. character card. Your trait clips are in the same place, twice the number of heroes at a time. When a Prank is
in play, search through the room stack until you find though this may mean different trait values. Your triggered, return it to your Obstacle pile; later, you may
÷÷ Squirrels in the same room may combine their values cannot change from these values until the
it and place it in on top of the Foyer. Then shuffle reset it in another room.
Might values into one attack. However, if the attack Headmistress is found.
that stack.
fails, each point of damage removes 1 Squirrel from
÷÷ If there are less than five rooms in the basement, that room. ÷÷ Put your explorer token (representing your Sibling) in TRIGGERING PRANKS
place basement rooms from the room stack until the house as far away from your figure as possible. When a hero enters a room with a Prank, roll 2 dice
there are five rooms in the basement. SQUIRRELS ÷÷ Put the large circular Doctor token (representing the and describe the prank you set. On a result of:
÷÷ Put one Plant token (representing a Rootstalk) in Headmistress) in any room in the basement. 0 Duck! The hero attempts a Speed roll of 3+. If
Speed 8 Might 1 Sanity 6 Knowledge 1
each of four basement rooms and one small green ÷÷ Set aside a number of Obstacle tokens (representing the hero fails, he or she takes 1 point of physical
monster token (representing Roots) in each other Squirrels move up to their full Speed. They do not roll Pranks) equal to twice the number of explorers. damage.
basement room. (For these and any other tokens, to move.
1 Ouch! The hero attempts a Might roll of 4+. If
if you run out of tokens at any time, don’t place WHAT YOU KNOW ABOUT THE HEROES the hero fails, he or she takes 1 point of physical
any more.) IF YOU WIN . . . The heroes are unexpected visitors that keep getting damage.
÷÷ Put one small orange monster token (representing You are a tree. You have one goal: to grow. And grow in the way of your pranks on the Headmistress, but
you shall. Soon you shall eclipse the sun with your now you have more people to prank. You’ve locked the 2 Ew! The hero attempts a Sanity roll of 3+. If the
Acorns) in each upper floor room.
height. Mankind will wither and die. And you will Headmistress (who has been trying to stop your fun hero fails, he or she stops moving.
÷÷ Put a number of small red monster tokens reach the heavens. and games) in the basement, and you hope they don’t 3 Sticky! The hero attempts a Knowledge roll of 4+.
(representing Squirrels) equal to the number of
let her out. If the hero fails, he or she drops a random item or
heroes in the room with the Plant token connected
to the Tree House. omen and cannot pick it up this turn.
YOU WIN WHEN . . .
4 What the? The hero makes a roll of 5+ with any
WHAT YOU KNOW ABOUT THE HEROES . . . your pranks have brought about the deaths of all
trait. If the hero fails, he or she takes 1 point of
the heroes.
They are irrelevant to your being. As long as they leave mental damage.
you alone, you will leave them alone. In fact, you don’t
even know they’re there. You’re a Tree. IF YOU WIN . . .
“Nobody understands me like my sibling,” you shout. “I
YOU WIN WHEN . . . can’t wait until the next time we get to play!”
. . . all the heroes are dead or you become ten
undestroyed rooms larger than at the start of the haunt.

HAUNT HAUNT

86 87
Cry, Babylon! One of the Master’s Affairs
BY PETER ADKISON AND PAUL PETERSON BY MIKE SELINKER

“All bow down and pay allegiance to me, the mighty SPECIAL ATTACK RULES You throw off your cloak to reveal that you are Rough YOU MUST DO THIS ON EACH
emperor, Nebuchadnezzar. Prepare yourselves as ÷÷ Instead of taking damage when you are Ralph, the hunchbacked servant of the brilliant and HERO’S TURN
sacrifices for the death god Marduk, and weep at the defeated, you may instead reduce one of your unhinged Doctor Frank N. Sense! The Doctor has The heroes will be doing some strange tasks in the
honor I bestow upon you!” you shout. “Long have I physical traits by 1. created a monster out of parts of unwelcome visitors. Theater, Tower, and Underground Lake to occupy the
been trapped in this house by the Elamites, who sought You set a tire-spike trap on the roadside, causing more house’s denizens. At the end of each hero’s turn, if
revenge after I crushed their armies, toppled their ÷÷ When you kill a hero, gain 1 in each of your traits. visitors to come to the Doctor’s house. that hero did not score a victory in one of those tasks
cities, and enslaved their people. or attack a monster during that turn, lower the Turn/
SPECIAL MOVEMENT RULES Little does the Doctor know that you have a far more
“But tonight I will escape this place and take my sinister scheme. This house is a spaceship, and you Damage track to the next number.
If you enter the room with the Lammasu, you
revenge on those who have defiled our lands. Tonight, immediately lose 1 from each trait. The Lammasu is plan to blast this house all the way back to your home
the stars are with us.” planet of Tinselvania. Everyone’s coming with you on HOW THE HOUSE’S DENIZENS FUNCTION
destroyed but materializes in a room on another floor.
You decide which floor, and the heroes place the this far-out phantasmagoric voyage. ÷÷ Each monster’s trait values in all four traits are equal
RIGHT NOW Lammasu. They will put it in a room that is at least 3 to the value of one of your traits, as listed in the
÷÷ Your explorer is still in the game but has turned traitor. spaces away from any hero and a landing if possible. RIGHT NOW Denizens table. The monster attacks with that trait,
Otherwise, they will place it as far away from the ÷÷ Your explorer is still in the game but has turned traitor. dealing physical or mental damage as appropriate.
÷÷ Reset your traits to their starting values and then
raise the value of each trait by the number of heroes. heroes on that floor as possible. ÷÷ Set up the Turn/Damage track with a plastic clip at ÷÷ Monsters do not roll to move.
10. You’ll use this to keep track of your spaceship’s ÷÷ If any monster is stunned, return that monster to the
WHAT YOU KNOW ABOUT THE HEROES SPECIAL OMEN RULES countdown. room it started in. It will not return to normal until
They are going to try to stop you, the reincarnated You cannot possess the Cat card. you enter that room on your turn.
÷÷ Gain 1 in each of your traits.
form of Nebuchadnezzar, from fully manifesting as the
IF YOU WIN . . . ÷÷ If the Theater, Tower, and Underground Lake are not ÷÷ Add 1 die to your trait rolls for each monster in your
Babylonian god Marduk.
yet in play, search through the room stack until you room that is not stunned.
The ancient prophecy of the third sojourn of Marduk
YOU WIN WHEN . . . has been realized. A new city of Babylon will be born find them and place them in the house. Then shuffle ÷÷ You can’t be damaged if you are in a room with a
with this house as its palace, and you as its living god. that stack. monster that is not stunned.
. . . all the heroes are dead.
÷÷ When these rooms are in the house, put the
monsters in rooms according to the Denizens table:
Doctor Frank N. Sense, his creation Monty the IF YOU WIN . . .
Monster, his girlfriend Cornucopia, Cornucopia’s
Well, that’s a bit of a mind flip! Rough Ralph has
boyfriend Hedley (look, it’s complicated), and the
brought the Doctor a lovely gift indeed: a complete
maid Fuchsia.
betrayal. While Doctor Sense wanted to stay on Earth
and cavort with its hapless residents, you’ve blasted
WHAT YOU KNOW ABOUT THE HEROES
off to outer space with some victims in tow! Surely the
You are taking them for experimentation to the planet Exalted Council of Tinselvania will look lovingly upon
Tinselvania. They think you’re just a servant of the your stellar servitude. And if not, hey, at least you’ve
Doctor, but you are so much more. got this swank silver lamé spacesuit.

YOU WIN WHEN . . .


. . . the Turn/Damage track reaches 0 and you blast off
to the stars with at least one hero in the house.

DENIZENS
TOKEN MONSTER STARTING ROOM TRAITS USE YOUR . . .
Doctor Doctor Frank N. Sense Operating Laboratory Knowledge
Frankenstein’s Monster Monty Gymnasium Might
Pirate Queen Cornucopia Master Bedroom Sanity
Head Hedley Larder Lowest trait
Small magenta token Fuchsia Dusty Hallway Speed

HAUNT HAUNT

88 89
Internal Conflict Burn out the darkness
BY THE LONE SHARK INTERNS BY MICHAEL DUNLAP AND CHAD BROWN

You were called into the boss’s office, and it seems all YOU MUST DO THIS ON YOUR TURN The darkness is everywhere, enveloping you. Such SPECIAL MOVEMENT RULES
those coffees you delivered are finally paying off. You If you discover a room with an event symbol , put an beautiful darkness; surely you need to share it with ÷÷ You can no longer discover rooms.
stare blankly at him while you wait for him to finish Employee in that room before you draw your event. the world. You should start with those pernicious fires,
yelling at someone over the phone; stray bits of spittle and the fools trying to spread them. Their resistance is ÷÷ Darkness is fast, but unpredictable. To determine
landing on your clothes. The boss hangs up the phone pointless. In the end, entropy will take them all. your number of spaces of movement each turn, roll
HOW TO DELIVER COFFEE a number of dice equal to the highest number next
and looks at you.
÷÷ To deliver a Coffee, end your turn in the same room to Speed on your character card, then subtract the
RIGHT NOW
“Listen,” he says, ”I like your style. Ruthless. Reminds as an Employee. Remove the Employee from the number of Fire tokens in your room.
me of myself when I was your age. I’m going to make house and put it on your character card. ÷÷ Your explorer is still in the game but has turned
you my Chief Intern. I want to see if you can handle traitor. So, perhaps, have one or more others. If so, ÷÷ Face-up Fire tokens count as opponents for the
÷÷ If you succeed at delivering a Coffee, raise your you are now a team of traitors. purpose of movement.
the responsibility.”
Speed by 1.
÷÷ You are now Darkness, and there’s no point to ÷÷ In any room you are in on your turn, you may make
He hands you a shiny, pentagonal badge that works ÷÷ If you fail to deliver a Coffee, lower your Sanity by 1. attacking the Darkness. Remove the clips from your one attempt to suppress the Fires in that room. For
as a keycard, which you gladly take and pin to your
character cards. If you ever need to make a trait roll, each Fire token in that room, roll 1 die. If the result
chest. You smile as you turn to walk out of the room. COMMANDING THE COMPETITION your result is 5 is not blank, remove the token if it is face-down; if it
“One last thing,” he says as you open the door. ”If I At the end of your turn, you may move any number of is face-up, flip it over.
÷÷ Discard all your cards.
were you, I’d think about getting rid of the competition.” your competing Interns elsewhere in the house. For
÷÷ Treat face-down room tiles as if they have doors on
each Intern you would move, roll 1 die and do the ÷÷ Darkness is quiet. You may only speak in a whisper
each side and do not block line of sight, and you
RIGHT NOW corresponding action from the chart below. If you would for the rest of the game.
may spend 1 space of movement to move through
÷÷ Your explorer is still in the game but has draw a room tile for any of the effects, treat it as if it
WHAT YOU KNOW ABOUT THE HEROES a wall into an adjacent room as if the rooms had
turned traitor. had already been discovered.
connecting doors.
The Darkness scares them. They will try to purge the
÷÷ Take one pentagonal item token (representing your 0 “Get me some office supplies!” Draw the next room
Darkness the same way ignorant mobs have always IF YOU WIN . . .
Badge). It is very shiny. You can order the other from the room stack, place it in the house, and put
tried: by fire.
Interns around, as long as you have the Badge. the Intern in that room. Things are very dark. That is how things should be.
The light will never cross your gaze again. For there is
1 “Deliver these memos!” Move the Intern to any YOU WIN WHEN . . .
WHAT YOU KNOW ABOUT THE HEROES room on the floor above or below his or her
only dark.
. . . the Fires are all extinguished on your turn and there
Having outperformed the other Interns, you’ve been current position. are still at least a number of face-up rooms equal to the
promoted to Chief Intern, putting all of your former
2 “Attendance is mandatory, but only for you!” number of traitors, or all the heroes are Darkness.
friends under your control. They seem jealous, so you
should probably keep a close eye on that Badge of Move the Intern to any discovered room a number
of spaces away up to his or her current Speed, SPECIAL ATTACK RULES  
yours, lest they try to steal it. Like the other Interns,
those full-time Employees still don’t like you very much, ignoring room effects on the way. ÷÷ Once each turn, you may attack a hero in your line
and they’re especially grumpy if they don’t have their of sight, using the inkiness of the hero’s soul. Make a
Coffee. Maybe they’ll hate you less if the other Interns IF YOU WIN . . . Sanity attack; your result is 5. If you defeat the hero,
are always busy . . . As your fellow interns are dragged away in he or she takes mental damage; if you don’t, your
straitjackets and/or body bags, you smile smugly at the turn ends.
YOU WIN WHEN . . . full-time employees, certain that you’ll soon be joining ÷÷ When a hero would die for any reason, that hero
. . . you are the last intern alive! their ranks . . . probably. They give you a slow nod of joins the Darkness and turns traitor, following the
acceptance that makes all the coffee burns, ridicule, rules in the Right Now section.
and mind-numbing tedium worth it.
÷÷ Monster tokens represent Fire and do not
“Welcome to the company,” the boss tells you. ”Now go take turns.
get me some coffee.”

HAUNT HAUNT

90 91
Ghost at the Finish Line owl’s moving castle
BY QUELLE CHRIS AND MIKE SELINKER BY GABY WEIDLING

This haunt has no traitor—only heroes. You are all trying to be the one to find the last room in the house. The rest of All your hopes and dreams are coming true. Your house HOW TO MOVE THE HOUSE
the rules for this haunt are in Secrets of Survival. is on the move to a magical land filled with owls. Never It’s easy to convince people to be Owls when you show
mind that the magical land might be off the edge of a them that flying is better than walking. You’ll want to
cliff. It doesn’t matter. You’re an owl. Soon everyone move the house toward the edge of the table to start
else will be too. You’ll just fly away as the house minimizing the space that the heroes can walk in as
smashes into the ground. It’ll be a hoot if it takes some Humans and to create spaces in which they’ll want to
humans with it. All you want is some feathered friends. be flying Owls. Here is how you do that:
RIGHT NOW ÷÷ At the end of your turn, roll a number of dice equal
÷÷ Your explorer is still in the game but has turned traitor. to the number of heroes. You may move up to that
number of room tiles toward the edge of the table.
÷÷ If any floor is more than two tile lengths from every The Grand Staircase/Foyer/Entrance Hall counts as
edge of the table, move the entire floor so that at least three room tiles, and must be moved all at once.
one tile is exactly two lengths away from an edge.
÷÷ To move a room tile, remove all tokens from the
÷÷ Put your figure in any room on your floor. room, flip it face-down and place it next to a room
÷÷ Make every “oo” sound into a very long “oooo,” for tile on the table. If placing it adjacent to a room tile
you are an Owl. on the edge of the table would cause it to fall off the
table, it falls off the cliff and ceases to exist. Return
WHAT YOU KNOW ABOUT THE HEROES the room to the box.
Like you, they are all Owls. They can be both Humans ÷÷ You may not move a room tile that is surrounded
and Owls, but for some strange reason they don’t on four sides by other tiles. You can only move tiles
want to be Owls and they don’t want you to be an that have at least one side that is not adjacent to
Owl either. another tile.
÷÷ You may not move a room tile in such a way that it
YOU WIN WHEN . . .
would cut off one part of a floor from another, unless
. . . all heroes are dead, or all living heroes have no both parts of the floor contain rooms with windows
explorer tokens on their character cards or figures and and/or outside rooms. A list of rooms with windows
are stuck as Owls forever and owlways . . . er, always. and outside rooms is in this expansion’s rule sheet.
HOW TO ACT NOW THAT YOU’RE AN OWL ÷÷ You can move a tile that has a hero on it. This
immediately turns the hero into an Owl if not one
÷÷ You can fly. This means you are able to move on tiles
already; this does not cause the hero to lose Sanity.
that are flipped over, and across non-existent tiles
But if this tile falls off the table, that hero reduces
between sections of the house if you enter and exit
his or her Sanity to its lowest value above the skull
through any side of a room with a window or an
symbol and becomes an Owl in the room you tried to
outside room. Each space where there would be a
place it next to before it fell.
room counts as 2 spaces of movement. You must stay
on the same floor and must end your turn in a room ÷÷ You can move the landings, but only if at least half
inside the house. the doorways are not connected to other rooms.
If a landing leaves the table, any card or tile that
÷÷ Your Speed is double the value on your character
describes that landing instead refers to a room on
card. You roll a maximum of 8 dice if you make a
that floor chosen by the explorer whose turn it is.
Speed roll. You don’t take damage from falling, as in
the Balcony, Collapsed Room, or Mystic Elevator. ÷÷ If a room is the only room on its floor, it can’t be moved.
÷÷ You can’t use item cards or omen cards.
SPECIAL ATTACK RULES
Once per turn when you are an Owl, you may
persuasively hoot at the heroes in your room. Against
each hero, make your choice of a Might or Sanity attack.
If you win, he or she can split the damage among Might
and Sanity as desired. If this would drop a hero’s trait
to the skull symbol, instead that hero transforms into
an Owl if not one already and the hero’s Sanity drops to
the lowest value above the skull symbol.

IF YOU WIN . . .
All friends are owl friends. Nothing could be more
perfect on this crisp autumn night. Tonight, you’ll
teach them to hunt. In time, they’ll be as wise as
you. And then you’ll be ready. And if they
don’t learn, you’ll find a new moving
HAUNT HAUNT house and get some newer, better owl

92 93
friends. After all, you’ve never been
afraid to ruffle some feathers.
Last Will and Tournament Nanny, Interrupted
BY CHAD BROWN BY MIKEY NEUMANN AND DON EUBANKS

Something about this body feels off, like an outfit that YOU MUST DO THIS ON YOUR TURN They always leave you, Marcie. Sure, they’re babies FULL NAMES
doesn’t quite fit. No matter; you vaguely remember If you begin and end your turn as the traitor, you may today, but soon they’ll be proper young women and
that you’ve been through this before. Your collection men, looking to make their way in the world. You COLOR FULL NAME
increase one of your traits by 1.
provided you a way forward before, and surely it will shan’t allow that. Oh, heavens no. You shan’t be putting Penelope Jean Zostra
do so again. Mortal bodies are only one of the things SPECIAL ATTACK RULES up with that puerile poppycock. Everyone is in a rush to Blue
that you collect, and not even the most interesting thing grow up too fast and you need to show them that they Vivian Hortensia Lopez
Once on your turn, you may attempt to retake Bequests
at that. hadn’t need to, Marcie. You can show them how to stay
stolen by the thieving little mice by making an attack, Brandon Rodney Jaspers
young . . . forever. Green
Right now, there’s a more pressing matter: people are using any trait. If you defeat the other explorer, roll on
Peter Kenji Akimoto
in your house, taking apart the collection you’ve been the Bequest Disposition table. If you don’t, your attack
RIGHT NOW
gathering for such a long time. If there’s one thing that has no effect. Melissa Mae Dubourde
you’ve always known, it’s this: You don’t like people ÷÷ Your explorer is still in the game but has turned traitor. Orange
touching your things! BEQUEST DISPOSITION Zoe Mackenzie Ingstrom
÷÷ If any of your traits are below their starting values,
Roll 1 die. raise them to their starting values. Geneviève Charlotte LeClerc
RIGHT NOW Purple
0 The attacked explorer discards a random Bequest. WHAT YOU KNOW ABOUT THE HEROES Heather Madison Granville
÷÷ Your explorer is still in the game but has turned traitor.
1 Steal a random Bequest from the attacked The naughty children are out of their beds and must be Darrin Lawrence Williams
÷÷ You have been possessed by the greedy spirit of your
explorer. returned to the Nursery for a good night’s sleep. They Red
Aunt Edwina, and are obsessed with your Bequests. Mason D’Brickashaw Bellows
seem to have grown up since you last saw them, but
Count your total number of item cards and omen 2 Steal a Bequest of your choice from the attacked they’ll be back to child size soon enough. They’ll surely Calvin Hobbes Longfellow
cards that can be traded or stolen. (A card that can explorer. try to escape, but if you can catch them they’ll realize White
be traded but not stolen, or vice versa, counts. For Reginald Edwin Rhinehardt III
you know what’s best. After all, you are their Nanny.
example, the Armor and Blood Dagger count, but the
Bite doesn’t.) These cards represent your Bequests, SPECIAL ITEM AND OMEN RULES
which will change as you gain and lose cards. You are overcome with greed, and may not willingly YOU WIN WHEN . . . SPECIAL DAMAGE RULES
trade or drop item cards or omen cards. If you are ever . . . all heroes are in the Nursery, and all of them have If you take damage, you must also drop a number of
÷÷ When the heroes are ready to continue, if your been turned back into the babies you remember they
in a room with any dropped item cards or omen cards, item cards, omen cards, and/or heroes equal to the
Bequest total isn’t higher than the highest total of once were, where they will remain under your austere,
you must pick up all of them. When you die, drop all amount of damage you take, if possible.
a single hero (because they’ve taken more of your ever-watchful eye.
your Bequests in an item pile. For each Bequest you
things!), draw item cards until it is.
drop for any reason, roll 1 die; if you roll a blank, the SPECIAL MOVEMENT RULES
÷÷ If any of your traits are below their starting values, Bequest is discarded. SPECIAL ATTACK RULES ÷÷ You tower over the kids. Add 1 die to your Speed for
raise them to their starting values. Then increase You cannot make normal physical attacks. On your turn, the purpose of movement.
one of your traits by 1. IF YOU WIN . . . you can make one of each of these new attacks, none
÷÷ You have a key to the front door. You can enter or
Everything in it’s place, just as it is supposed to be, of which can hurt you.
WHAT YOU KNOW ABOUT THE HEROES exit the Entrance Hall through that door.
including the greedy mice. Now that things have settled ÷÷ Against a hero on your floor who is not yet a baby,
Apparently, they think that the death of your (most down, you can’t help but notice a spot on the shelf that ÷÷ You can leave the house by spending 1 space of
you may reminisce about days gone by. Make a movement to jump out a window or outside room on
recent) body is reason enough to rummage through would be just perfect for the Star of India. Perhaps it’s Knowledge attack against the hero. If you succeed, either the roof (taking 5 dice of physical damage),
your house, destroying your collection! You’ll have to time to expand the collection . . . deal mental damage to the hero. If any of a hero’s upper floor (3 dice), or ground floor (1 die); you take
retake what’s rightfully yours—and perhaps find a more
traits drop to the skull symbol, the hero becomes no damage if you have the Rope. A list of windows
fitting body to inhabit while you’re at it . . .
a baby. and outside rooms is in this expansion’s rule sheet.
YOU WIN WHEN . . . ÷÷ When you are in a room containing a baby on your ÷÷ Once you have left the house, you can walk around
. . . you end your turn with all the Bequest cards, or all turn or a baby tries to exit your room on any turn, the perimeter of the ground floor; each outside edge
other explorers are dead. you can throw the baby over your shoulder. Make of a tile counts as its own room. You can enter a
a Speed attack against the hero. This attack does no ground floor window or outside room by spending
YOU MUST DO THIS AFTER EVERY TURN damage; if you win, you pick up the hero. Put his 1 space of movement. Line of sight goes through
or her figure on your character card; you can carry windows and outside rooms on the ground floor, as
÷÷ If your Bequest total is equal to or less than another
multiple heroes. if the perimeter areas were rooms.
explorer’s total, all explorers roll a number of dice
equal to their current Bequest total (maximum of 8, ÷÷ When you are in line of sight of or carrying a baby,
minimum of 1). Each explorer in a room with an item you may use the baby’s middle name. Sternly say IF YOU WIN . . .
symbol adds 1 to his or her result. The explorer with the hero’s full name on the Full Names table and the You settle into the rocking chair in the corner of the
the highest result becomes the traitor; in the case of words “Go to your room!” then make a Sanity attack, Nursery, gently humming various hymns you remember
a tie, the tied explorer closest to your left becomes adding 1 die to your roll for each baby you are from your childhood at the compound. The cooing of
the traitor. holding. If you win, place the baby in the Nursery. various babies can be heard as they settle off to sleep.
÷÷ When you stop being the traitor, you must give You look down, realizing that chasing the children
one of your Bequests at random to the new traitor, around all day has left a hole in your favorite striped
along with the Traitor’s Tome. You become a hero, socks. This shall not do. No, it shall most assuredly not.
you may read the Secrets of Survival text. You
cannot reveal any details from the Traitor’s
Tome to the other heroes.
÷÷ If you die while you are the traitor, HAUNT HAUNT

94 95
the heroes roll as above to see who is
possessed by Aunt Edwina.
House of Leavings Lambs to the Slaughter
BY ANDY COLLINS AND GWENDOLYN KESTREL BY JONATHAN GILMOUR

Long ago, this house lured you and your friends inside SPECIAL ATTACK RULES This haunt uses the hidden traitor rules described on page 17 of the base game rulebook. The rest of the rules for
and killed you. But now it’s given you—only you—a ÷÷ You and the Minotaur cannot attack the heroes. this haunt are in Secrets of Survival.
chance to escape! All you have to do is kill the hapless
fools who have just stumbled inside. You must drive ÷÷ The heroes can make Sanity attacks against the
them insane, using the scariest thing you—and they— Minotaur. The Minotaur defends using your Sanity
can imagine. value. If the Minotaur defeats the hero, in addition
to dealing mental damage to the hero, you can move
RIGHT NOW the hero to any room within that hero’s line of sight.
÷÷ Your explorer is still in the game but has turned traitor. ÷÷ Your traits can’t drop below the lowest value above
the skull symbol. If you would be killed by a trait
÷÷ Put your figure and the large circular Demon Lord
dropping to the skull symbol, that trait drops to the
token (representing the Minotaur) in the Grand
lowest value above the skull symbol, and you move
Staircase.
to the Upper Landing.
÷÷ Set aside a number of small yellow monster tokens
(representing Claw Marks) equal to the number of SPECIAL MOVEMENT RULES
explorers. ÷÷ All the rooms you discover are considered “new” to
÷÷ Reduce your Speed to the lowest value above the you and must be discovered normally, as if you’d
skull symbol. never visited them before.
÷÷ If an explorer draws the Abandoned Room from the
WHAT YOU KNOW ABOUT THE HEROES room stack when discovering a room, and it would
They’re trying to find their way back out of the house. be placed adjacent to a room with a Claw Mark,
You have a Minotaur to stop them. Or maybe you don’t. shuffle the Abandoned Room into the room stack and
Who can tell in this crazy world? draw another. If the explorer draws it immediately
thereafter, place it regardless of the positions of
YOU WIN WHEN . . . Claw Marks.
. . . all the heroes are dead.
SPECIAL OMEN RULES
YOU MUST DO THIS ON EACH You can’t pick up, steal, or otherwise carry the omen
HERO’S TURN that started the haunt.
÷÷ At the end of each hero’s turn, if that hero is not
within line of sight of the Minotaur, that hero takes 1 IF YOU WIN . . .
die of mental damage. You step out of the front door, and hear it creak closed
÷÷ After the hero checks to see if the Minotaur is within behind you. You breathe deeply of the night air. You’re
his or her line of sight, you may move the Minotaur free! For a moment you wonder who these bodies
to any room within your line of sight. You may put belonged to before you and your ghostly friends
a Claw Mark in the room the Minotaur left. You have claimed them . . . but that feeling passes quickly.
only a few Claw Marks, and once you put a token in They’re your bodies now!
a room, you cannot move it.
÷÷ The Minotaur does not get a monster turn.

HAUNT HAUNT

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Plastic Fantastic The Manor of Your Demise
BY ANITA SARKEESIAN AND MIKE SELINKER BY MAX TEMKIN AND ELI HALPERN

You were vacationing at a lodge in Uncanny Valley SPECIAL ATTACK RULES This haunt has no traitor—just heroes. You are all trying to find the Box. You lose when all explorers have been
when, for reasons you cannot fathom, your mind was ÷÷ All face-up Mannequins in a room make a collective killed, or the timer runs out. The rest of the rules for this haunt are in Secrets of Survival.
absorbed by dozens of dress mannequins in the master attack against each hero in that room. When
suite’s extensive closet. Given purpose for the first time Mannequins attack, roll as many dice in Might as you
in their—well, not “lives,” really, but maybe “existence” have face-up Mannequins in that room (maximum
is a better word—they start to react to what is around of 8 dice).
them. They move out from the closet and seek out life.
You do not expect them to respond well to it. ÷÷ The Mannequins are made of plastic, and cannot be
damaged by physical attacks.
RIGHT NOW ÷÷ If a hero attempts a mental attack against a
÷÷ Your explorer is still in the game and has not turned Mannequin in the same room, you roll as many dice
traitor, but has been absorbed into the Mannequins. in the attack’s trait as you have face-up Mannequins
Remove your figure from the house and discard in that room (maximum of 8 dice). If you lose, turn all
your cards. Mannequins in that room face-down.
÷÷ Put a small monster token (representing a
Mannequin) of any color into each room of the PROVOCATIONS
house, on the stunned side. Put them randomly in IF A HERO DOES NOT . . . ROLL FOR THE . . .
each room with no regard for what colors are where.
Discover a room tile Red tokens
WHAT YOU KNOW ABOUT THE HEROES
Move to a new floor Orange tokens
They are nice, normal people. But your Mannequins
have achieved some weird sort of formless sentience, Use an item or omen Yellow tokens
and it’s likely going to be fatal for everyone.
Attack Green tokens
YOU WIN WHEN . . . Use all of his or her movement Blue tokens
. . . all Mannequins have left the house, and at least one Leave a room with a monster Purple and magenta
hero is still alive. That is, you win when the heroes do. tokens
YOU MUST DO THIS ON EVERY HERO’S TURN
At the end of every hero’s turn, check for provocations. SPECIAL MOVEMENT RULES
Follow the Provocations table for each action the hero Mannequins don’t roll for movement. They ignore all
did not do during his or her turn. State the provocation, negative room features except for Locks.
then roll 2 dice and flip that many stunned Mannequins
of the listed color face-up. (For example, if the hero MANNEQUINS
didn’t attack, you’d roll 2 dice and flip that many
Speed 3 Might 1 Sanity 1 Knowledge 1
green tokens face-up.) You can choose any stunned
Mannequins of that color. If there are not enough to flip,
IF YOU LOSE . . .
for each remaining Mannequin you cannot flip face-up,
move a token of that color toward the hero who just The mannequins’ tenuous grip on sentience fades into
took the turn. nothingness, and your consciousness vanishes into the
darkness. For the moment, the mannequins remain still,
YOU MUST DO THIS ON THE but they have now tasted life. Someone will come to
MONSTERS’ TURN Uncanny Valley again. They will be waiting.
÷÷ Move all stunned Mannequins a number of spaces
equal to their Speed toward the Entrance Hall. If a
stunned Mannequin in the Entrance Hall has at least
1 space of movement left, remove it from the house.
÷÷ Pick a Mannequin color. Until the next monsters’
turn, do not check for provocations for that color of
Mannequins.
÷÷ For each color of face-up Mannequins, choose a
room that contains one or more Mannequins of that
color. Move the face-up Mannequins of that color
toward the nearest hero. Mannequins lure face-up
Mannequins of any color along the way, moving the
new tokens with them toward the hero.
÷÷ After all Mannequins move, the face-up
Mannequins in a room attack each
hero in that room once.
HAUNT HAUNT

98 99
÷÷ Stunned monsters are not turned face-up
at the end of the monsters’ turns.
Let’s Play a Game
BY JOHN BORBA

This haunt has no traitor—just heroes. This list of Challenges is used by all explorers, but don’t read them now! The
rest of the rules for this haunt are in Secrets of Survival. When you reveal a Challenge, go to the entry for its number.
If an instruction tells you to flip the token or leave it face-up, you do not vanquish the Challenge; otherwise, you
vanquish the Challenge and put its token on your character card.

1 7 12 19
A hiss, a pop, and a javelin bursts from the wall. You decide who gets hurt, and how. If you are a You learn how to give and take. Attempt a You awaken and all seems new. Put this token and
Attempt a Speed roll of 4+. If you fail, take 1 die of loner, take 3 damage, divided as you choose among Knowledge roll of 5+. If you fail, take 2 dice of physical your figure to the Entrance Hall; if you are on the team,
physical damage and flip this token. If you succeed, and all of your traits. If you are on the team, attempt a damage and flip this token. If you are a loner and you put a teammate of your choice in the Entrance Hall. If
the Spear is not yet in play, search the omen stack and Knowledge roll of 4+. If you fail, each other teammate succeed, you may reduce an explorer’s physical trait this token is in the Entrance Hall at the start of your
discard pile and take it, then shuffle the discard pile takes 2 points of mental damage, then flip this token. to the lowest value above the skull symbol. If you are turn, you may reset your Knowledge to the lowest value
into that stack. If you succeed, deal either 5 points of physical damage on the team and you succeed, you may reduce one of above the skull symbol to vanquish this Challenge.
or 5 points of mental damage divided as you choose your physical traits to the lowest value above the skull
2 among your teammates. symbol to bring a dead teammate back to life, resetting
the teammate’s traits to their starting values.
20
A voice whispers, “The price of this test is a patch
8 You crumple to the floor. Leave this token face-up
of your skin.” You may reset one of your physical traits
to the lowest value above the skull symbol; otherwise, A light dew touches your skin and fills you with 13 and end your turn. Going forward, an explorer who
starts his or her turn in this room can vanquish this
flip this token, and, if you are on the team, all other dread. Attempt a Sanity or Knowledge roll of 5+. If you There appears to be nothing here. Return this token Challenge.
teammates lose 1 Sanity. fail, lose 1 in the other mental trait and flip this token. to the box; it does not count as a Challenge.
If you succeed, gain 2 in the chosen trait. If you are on
21
3 the team and have Challenge 8 on your character card,
any teammate in your room rolls 1 fewer die on all
14 You find out if crime does pay. Choose another
You see your reflection in the glass of an old clock, Challenge rolls. The floor drops out from under you. Leave this explorer in any room and steal any number of that
and watch yourself catch fire. Attempt a Sanity roll token face-up and move each explorer in this room explorer’s items (minimum of one). Take 1 die of mental
of 4+. If you fail, lose 2 Sanity and flip this token; your
teammates each take 1 die of physical damage. If you 9 to the Basement Landing (or the Roof Landing, if you
are already in the basement), ending your turn. Any
damage for each item you steal.

succeed, and the Idol is not yet in play, search the


item stack and discard pile and take it, then shuffle the
You uncover an empty box, and are compelled to
fill it. Set aside all of your items next to this room and
explorer who enters this room on a later turn may
complete this Challenge.
22
discard pile into that stack. leave this token face-up; these items cannot be picked You trigger a series of potentially unfortunate
up, and if Challenge 17 has been vanquished, discard
15 events. Draw three event cards and follow their

4 the items. If you are a loner, lose 1 Sanity. If you are on


the team, your teammates lose 2 Sanity, divided as you Smoke pours from the vents. Lower the Turn/Damage
instructions. If you are on the team, you can give any
number of these cards to teammates of your choice,
A mechanical arm extends from the wall and pins choose. track to the next number. If you are on the team and and they must follow the instructions instead. If any
you. Attempt a Might roll of 6+. If you succeed, gain you have not achieved your team victory, flip this token. explorer loses 1 or more points in a trait during this
1 Might and move to an adjacent room. If you fail, you
are trapped; leave this token face-up until you are not 10 16
sequence, flip this token.

trapped, then flip it over. If you are trapped, you may


not exit this room until you succeed at a Might roll of
A panel slides away to reveal a pattern of numbers.
Attempt a Knowledge roll of 5+ to see if you can come A maddening alarm resounds. You may choose 23
6+, or a teammate spends 2 spaces of movement and up with the next number in the pattern. If you fail, another explorer to attack, then that explorer attacks You reconsider your allegiances. If you are an
succeeds at that roll on your behalf. take 1 die of mental damage and flip this token. If you you. Or you may mix this token with any others that individual, you can join the team; if you don’t, flip this
succeed, and the Puzzle Box is not yet in play, search are set aside for placement when a new room is token. If you are on the team, you can abandon the

5 the item stack and discard pile and take it, then shuffle
the discard pile into that stack.
discovered; if you do, gain 1 Sanity. team and become a loner; if you don’t, flip this token.

A large axe falls from the ceiling. Attempt a Speed 17 24


or Might roll of 3+. If you fail, take 2 dice of physical
damage and flip this token. If you succeed, and the Axe 11 You discover a full box. Subtract 2 from all
Knowledge rolls in this room while this token is face-
You profit off the hard work of others. You may make
a Speed attack against any number of other explorers in
is not yet in play, search the item stack and discard pile Everyone is tested. Each explorer rolls 8 dice. The
and take it, then shuffle the discard pile into that stack. explorer who rolls the highest wins the Challenge and up. Attempt a Knowledge roll of 4+. If you fail, leave the order they will take their next turns. These attacks
takes this token. The lowest roller reduces one of his or this token face-up. If you succeed and Challenge 9 is deal no damage, but whoever wins each combat takes

6 her physical traits to the lowest value above the skull


symbol. If either high or low roll ties, flip this token; no
face-up, take this token and Challenge 9 and any items
next to that room.
a Challenge from the loser, if possible. If you lose any of
these combats or do not attack anyone, flip this token.
A gun turns itself on your friend. If you do not have one is affected by this Challenge.
the Revolver, take it from another explorer or search
the item stack and discard pile and take it, then
18
shuffle the discard pile into that stack. Once you have You remember the aphorism “blood for blood.”
the Revolver, attack an explorer within range using Attempt a Knowledge roll of 6+. If you fail, flip this
the Revolver. You can choose yourself, in which case token. If you succeed, and the Sacrificial Dagger is not
you both attack and defend. yet in play, search the item stack and discard pile and
take it, then shuffle the discard pile into that stack.
Once the Sacrificial Dagger is in play, the
explorer with it must attack another
HAUNT explorer in any room. HAUNT

100 100
Seasons of the Witch MONTH 7: JULY
The rodents ransacked your stocks, but you’re not
MONTH 10: OCTOBER
Nine months in, Magdalena has not yet broken your
BY MIKE SELINKER, INSPIRED BY A STORY BY NIKOLAUS AND OLIVER DAVIDSON
without resources. You’ve survived half a year in this will. She’s not done trying. The house’s foundation
Each round of hero turns represents a Month. Each of the Months below is to be read in order at the start of each house, and you plan to do that again. If only it wasn’t shakes, and you hear the worst possible sounds from
of the haunt revealer’s turns, and applies until the end of the Month. Read only the current Month’s description. If a so blasted hot. the basement.
hero named in the description is in play, that hero gains the listed ability for that entire Month. Your preparations are paying off. You may spend 3 A quake hits the basement. At the end of the Month,
spaces of movement in the Gardens, Kitchen, or Tree for each non-landing room in the basement, roll
House to plant Food. To do so, attempt a Knowledge 2 dice. If a blank comes up on either die, remove
MONTH 1: JANUARY MONTH 4: APRIL roll of 5+. If you succeed, put a Plant token in the that room tile and any tokens in it from the house.
The windowpanes shake with a woman’s harsh The rains cause flooding throughout the basement. From room, if one is available. Any hero in a destroyed room must succeed
voice. “You have interfered with my plans too often,” the depths come hordes of poisonous water moccasins. at a Speed roll of 4+ to move to the Basement
she swears, “For one full year, I will hold you in At the end of each hero’s turn, the hero must attempt
Snakes wriggle out of the lake. For each room Landing; otherwise, that hero dies. Reconnect any
this house. I will rain upon you with all my mighty a Might roll. If the result does not exceed the number
connected to the Underground Lake, roll 3 dice unconnected rooms to the house, if you can.
power. And you will know the name of Magdalena of spaces of movement that hero spent this turn, the
and put that many small green monster tokens hero takes the difference as physical damage. Ox Bellows: You grab a pillar and hold it fast. Choose
Gunchester.”
(representing Snakes) in the room. One at a time, a room; do not roll 2 dice for the quake in that room.
You feel a storm brewing. You may board up the each Snake moves up to 4 spaces toward the closest Professor Longfellow: Regardless of where you are,
windows and outside rooms that aren’t false features; hero, but must end its movement if it enters a room on your turn you may put a Plant token in the
you may put an Obstacle token (representing Boards) without one or more Snakes. After all the Snakes Wine Cellar without spending any movement, if one MONTH 11: NOVEMBER
in any room you are in this turn. A full list of rooms have moved, any hero in a room with one or more is available. The near-winter chill sets in way too soon. Your
with those features is in this expansion’s rule sheet. Snakes must succeed at a Speed roll of 5+ or take provisions are running low, but if you can keep up
1 die of physical damage and a matching explorer MONTH 8: AUGUST your strength, you can make it another month.
Vivian Lopez: You ride a ghost horse throughout the
token. Leave the Snakes in the house. The overwhelming heat causes the HVAC system You drain your supplies. At the end of the Month,
house. You gain 3 spaces of movement this turn.
to explode. Magdalena seems not to care whether remove a Food token for each hero and the Water
Father Rhinehardt: You teach everyone how to pin
you have heat for December. You suppose that’s and Coal tokens from the house. For each token
MONTH 2: FEBRUARY the Snakes with garden wickets. At the end of your
reasonable, because you may not make it to you can’t remove, each hero takes 1 die of mental
turn, set aside all explorer tokens.
There is no mercy from the blizzard that pounds the December. damage.
house. Snow and ice flies in from every portal, and
no one is safe. MONTH 5: MAY Smoke fills the Coal Chute, Furnace Room, and Zoe Ingstrom: In a dollhouse, you find a supply of
rooms with event symbols . At the start of Girl Scout cookies used for tea parties. At the end of
The house is overrun with serpents. Magdalena
Magdalena’s winter storm strikes the house. At the the Month, any hero in one of those rooms or a the Month, you remove 2 fewer Food tokens from
amplifies the hissing sound, making you hear snakes
start of your turn, take 1 die of physical damage for room connected to such a room takes 1 die of the house.
everywhere.
each room with a window or outside room within physical damage.
4 spaces of movement from your hero that does not The snakes press on. One at a time, each Snake
contain Boards. At the end of the Month, at least one hero in the MONTH 12: DECEMBER
moves up to 4 spaces toward the closest hero, but
Furnace Room must succeed at a Knowledge roll of
must end its movement if it enters a room without “Come, my pets! We will banish these nuisances
Missy Dubourde: You find that your teddy bear has 5+ to fix the furnace; if no one does, set aside the
one or more Snakes. After all the Snakes have moved, forever.” Magdalena shouts. From the belfries comes
a pocket that contains some strange pills. At the start Smoke token (representing Coal).
any hero in a room with one or more Snakes must a swarm of blood-seeking vampire bats.
of this Month, each hero gains 2 Might.
succeed at a Speed roll of 5+ or take a matching Heather Granville: You learned something watching
Your only hope is to release the swarm into the night.
explorer token. Then, each hero with one or more each episode of that popular fix-it show. If the
MONTH 3: MARCH Put a small monster token (representing a Bat) of
explorer tokens takes 1 die of physical damage. Coal is set aside this turn, put it back in the Furnace
any color in each room. In each room you’re in this
They say March comes in like a lion and goes out Remove the Snakes from the house. Room.
turn that has windows or an outside feature (see
like a lamb. You will find out which half of that
Brandon Jaspers: Your camping talent proves useful. At this expansion’s rule sheet) and doesn’t contain an
adage is true. MONTH 9: SEPTEMBER
the start of this Month, each hero gains 2 Knowledge. Obstacle token, remove the Bats in that room and
Magdalena’s magically enlarged housecats prowl the The late summer drought stirs up the local any connected rooms on that floor. You may spend 3
manor. Put the large circular Cat token (representing MONTH 6: JUNE grasshoppers’ brains. Now the house is teeming with spaces of movement to remove an Obstacle token in
the Lioness) in the Upper Landing and a small red ravenous locusts. your room.
You’ve managed to keep your supplies at tolerable
monster token (representing her Cubs) in each other
levels. Now, hungry rats pour out of every hole in the At the end of the Month, each hero in a room with At the end of the Month, the Bats deal 1 die of
landing. Then, each moves to attack the nearest
wall. You miss the snakes and the cats. Food must succeed at a Sanity roll of 5+ to repel the damage per Bat on that floor to each hero on that
hero; you may choose in the event of a tie. Then
swarm of locusts; set aside the Food tokens from any floor, divided among traits of your choice. Remove the
remove the tokens. At the start of a hero with one or more explorer
such room where a hero did not repel the locusts. Bats from the house.
tokens’ turn, that hero takes 1 die of physical damage,
LIONESS then sets aside all of that hero’s explorer tokens. Peter Akimoto: You show your friends some fancy Madame Zostra: The stars are on your side
bug-swatting techniques. At the start of this Month, tonight. After putting out the Bats, remove six Bats of
Speed 6 Might 5 At the end of the Month, each hero in a room with
each hero gains 2 Sanity. your choice.
a Plant token (representing Food) must succeed at a
CUBS Speed roll of 5+ to chase away the rats; set aside the
Food from any such room where a hero did not chase
Speed 4 Might 3 away rats. AFTER MONTH 12: NO MORE MONTHS
“You have reached the end of days!” Magdalena declares. Hypnotized, you move to the Widow’s Walk—and
Jenny LeClerc: Thankfully, you once read a book Darrin “Flash” Williams: You teach everyone what your doom!
on safaris. Add 2 dice to all heroes’ rolls to defend you learned in track class. At the start of this Month,
this turn. each hero gains 2 Speed. Put all your figures in the Widow’s Walk. Starting with the haunt revealer, each hero must take a turn attacking
her using any trait; if you defeat her, put the appropriate Trait Roll token by the Witch. You can’t choose a trait
matching a Trait Roll token already by the Witch until all four types are placed. Keep taking turns attacking until
HAUNT you are all dead or you put out a number of Trait Roll tokens equal to the number of heroes who started the

«
haunt. If you do that, you win.

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