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Haunts: 51 /Director's Cut/, by Mike Selinker 52 /Prism/, by Liz Spain 53 /Till Morning Light/, by Mons Johnson 54 /Monster Mash/, by Bruce Glassco 55 /She Is Not Amused/, by Mike Selinker 56 /Make America Disintegrate Again/, by Zo:e Quinn 57 /The Gathering Storm/, by Chris Dupuis 58 /Olly Olly Oxen Free/, by Elisa Teague 59 /The Fleshchild's Alchemical Mandate/, by Christopher Badell 60 /Cat O'Clock/, by Angela M. Webber and Richard Malena 61 /Captain Sting's Revenge/, by Mike and Tifa Robles 62 /Rosencrantz and All of You are Dead/, by Brian Tinsman 63 /Shush/, by Chris Dupuis 64 /Chairman of the Board/, by Rodney Thompson and Mike Selinker 65 /Sushi Night/, by Liz Spain 66 /The Cardinal Sins/, by Mike Selinker 67 /Murderball/, by Keith Richmond 68 /He Who Must Not Be Read/, by Bart Carroll 69 /No Noose is Good News/, by Elisa Teague 70 /To Reach the Cosmos/, by Ben Petrisor 71 /The Other Side/, by Liz Spain 72 /Man's Worst Enemy/, by Keith Baker 73 /Existence Precedes Essence/, by Pendleton Ward 74 /Coulrophobia/, by Justin Gary 75 /Let It Glow/, by Elisa Teague 76 /Back to the Past/, by Chris Dupuis 77 /They're Always After Me/, bt Mike Selinker 78 /The Devil's Name/, by F. Wesley Schneider 79 /The Twins/, by Jerry Holkins and Mike Selinker 80 /I, Mutant/, by Liz Spain 81 /The Canopic Curse/, by Paul Peterson 82 /Get a Clue/, by Elisa Teague 83 /In the Details/, by Rob Daviau 84 /Forget to Remember/, by Will Hindmarch 85 /The Murderer in the Machine/, by Jeff Tidball 86 /The Woods in the Cabin/, by Mike Selinker 87 /Sibling Rivalry/, by Marie Poole and Elisa Teague 88 /Cry, Babylon!/, by Peter Adkison and Paul Peterson 89 /One of the Master's Affairs/, by Mike Selinker 90 /Internal Conflict/, by The Lone Shark Interns 91 /Burn out the Darkness/, by Michael Dunlap and Chad Brown 92 /Ghost at the Finish Line/, by Quelle Chris and Mike Selinker 93 /Owl's Moving Castle/, by Gaby Weidling 94 /Last Will and Tournament/, by Chad Brown 95 /Nanny, Interrupted/, by Mikey Neumann and Don Eubanks 96 /House of Leavings/, by Andy Collins and Gwendolyn Kestrel 97 /Lambs to the Slaughter/, by Jonathan Gilmour 98 /Plastic Fantastic/, by Anita Sarkeesian and Mike Selinker 99 /The Manor of Your Demise/, by Max Temkin and Eli Halpern 100 /Let's Play a Game/, by John Borba * /Seasons of the Witch/, by Mike Selinker /Haunt 51/ [Director's Cut] /"Cut!" you say. "Cut! Cut! Cut! For Kubrick's sake, you people are the WORST actors! I don't know how you got your SAG cards, but you are all one botched line away from hitting the pavement! At most one of you will be working on this movie come morning! And I don't care who!"/ [Right Now] -Put the pentagonal item tokens (representing Props) numbered from 1 to 10 randomly in different rooms, number-side down. Put at least two tokens on each floor. None can be on the floor with the Theater. -Put a number of small magenta monster tokens (representing Production Assistants) in your room equal to the number of traitors. -Draw an event card (representing your Vision) and put it face-down under the omen card that started the haunt in the center of the table. Do not look at it. [What You Know About the Bad Guys] The other explorers are actors in your magnificent horror movie, /The Haunting of Hell Hotel/. This is your masterpiece, and these hacks are screwing it up for you. The omen that started the haunt conceals the document of your Vision for your film. You will follow its brilliance exactly as it is documented. Sadly, your assistant assistant director lost it, and you sacked that fool on the spot. Now, you must find it. [You Win When...] ...you have item 10 and the Vision and you are in the Theater. When you or a lone actor is in the Theater and has the omen that started the haunt, move to the Theater if you are not already there. The person with the Vision must then reveal it and act out the event in a highly dramatic fashion. Weep once at the brilliance of it all, applaud lightly, and the explorer with the event card wins the game. [Special Movement Rules] -You have an entourage of Production Assistants to order around. They do not act during the monster turn. Instead, if not stunned, you may choose to have them move with you. You cannot move Production Assistants if you exit without them, but can take them with you if you pass through their room again. Production Assistants do not attack, but they will defend for you whenever you are attacked and they are in the same room -When you enter a room with an item token, you may look at it. If it is item 10, you may take it and the omen that started the haunt; if not, put it back where it was. If you get to the Theater with item 10, you win. [Special Attack Rules] A traitor may make a Knowledge attack against a Production Assistant when in the same room. If a traitor would attack you when there is a Production Assistant in your room, that explorer must attack the Production Assistant instead. No matter what trait the traitor attacks with, the Production Assistant defends with Knowledge. [Production Assistant: Knowledge 5] [If You Win...] /"Bravo!" you shout. "Bravissimo! You have brought my radiant vision to its apex! Together we shall win every moviegoer's admiration." You have found the De Niro to your Scorsese, the Depp to your Burton, the Ratzenberger to your Pixar. Let the critics sing their hosannas, for tonight you make cinematic history!/ /Haunt 52/ [Prism] /Click. Whir. Screech. Crunch. The click of a lever snapping into place. The whir of a flywheel spinning to life. The screech of steel on steel. The crunch of bones beneath a tremendous weight. The ground shakes beneath and you are surrounded by a cacophony of machine sounds. The room, its contents, are moving./ [Right Now] -Leave the room. The traitor gets to stay with the house this time. -When you return, take a look at the house. It looks...different. -Get a piece of paper. You'll probably want to take notes to figure out the sequence that you'll need to stay safe and find a way out. [What You Know About the Bad Guys] The house has revealed itself to be a deadly prison intended to confuse and ensnare its inhabitants. But every puzzle has a solution. The architects of this murder machine must have created a safe route for themselves through the deadly hazards. It's up to you now to figure out how to get to the exit room and escape in time. [You Win When...] ...any living hero is in the exit room at the heart of the prism when the experiment ends. [Special Movement Rules] -When you enter a room that has an Obstacle token, it may trigger a Trap. The traitor will tell you what to do. -If you discover a room with a symbol, you may choose to ignore it and not end your turn there. If you explore on a floor that has no tiles remaining, draw the next room tile for any floor and place it. [If You Win...] /The hidden door to the control room slides open. The traitor who led you into this trap sits at a desk covered in monitors and paperwork. The expression on their face is...irritated? Disappointed. Definitely disappointed. The traitor's hand reaches into a drawer in the desk and emerges holding a handgun. "Take a note: Experimental Group 22B terminated due to containment exception."/ /Haunt 53/ [Till Morning Light] /"Let us in!" The voices carried from outside the old mansion's walls. Then the pounding started on the front door. "Let us in! We only want to kill you!" The walls and door would hold, wouldn't they? They only had to last until morning. Morning, when it was no longer legal to kill people. Then a familiar voice shouted from inside the house, "Ok, I will let you in!"/ [Right Now] -Set up the Turn/Damage track with a plastic clip at 1. You'll use this to keep track of time. -If the Panic Room is not yet in play, search through the room stack until you find it and place it in the house. Then shuffle that stack. -Put a Lock token on the door to the Panic Room. [What You Know About the Bad Guys] It's the annual festival of violence called the Surge. The people outside want to kill you and the traitor thinks that letting them in is a good idea. [You Win When...] ...morning has arrived and you are still alive! Morning will arrive when the Turn/Damage track reaches 5. [How the Surgers Get In] -The traitor can try to let a Surger into the house in any ground floor room with a door that's not connected to a room. Having heroes in the room when they are trying to do this will make it more difficult. (Note: The traitor starts with the Key, which makes it a lot easier to open the front door. You might want to take that.) -You can get through the Lock to the Panic Room, but the Surgers may have more trouble doing so. [Special Attack Rules] When a hero attacks a Surger and wins by 3 or more, the Surger is removed instead of stunned. [If You Win...] /You survived till the morning and the killers have left as it is no longer legal to kill people. At least till this time next year.../ /Haunt 54/ [Monster Mash] /You find an invitation that someone has dropped. It reads: "You are hereby invited to the Transylvanian Ball, the beyond-the-grave social event of the year. For hors d'oeuvres, we are pleased to offer a fine assortment of stranded bus passengers. Let's party to wake the dead! --Dr. Frankenstein" [What You Know About the Bad Guys] There seems to be a party going on, and the house is filling up with monsters, all of them eager for your doom! You don't like the monsters chasing you, but once the party really gets going, it seems like it will be even worse... The monsters will only be stunned if they are defeated by normal attacks (including Speed and Sanity attacks). Fortunately, you've watched enough late-late movies to know their weaknesses. Each monster will be permanently banished if it is ever in the same room with a hero bearing a specific omen card. [You Win When...] ...you banish a number of monsters equal to half the number of explorers, rounded up. [Guest List] [Monster] / [Weakness] / [Why It Works] Banshee / Spirit Board / /She must return to the outer planes./ Crimson Jack / Photograph / /You confront him with evidence of his crimes./ Demon Lord / Holy Symbol / /It burns!/ Dracula / Spear / /Stake his heart!/ Frankenstein's Monster / Girl / /You appeal to the creature's gentler side./ Mummy / Book / /You read his name from the Book of the Dead./ Witch / Cat / /She wants her familiar back./ Zombie Lord / Vial / /His features dissolve into goo./ [Special Attack Rules] The traitor cannot be attacked. [Special Movement Rules] Unless you cannot move anywhere else, you may never enter or exit the Ballroom--it's a bad place for non-monsters! [If You Win...] /You hear the sounds of the band winding down, as they put away their ghastly instruments. You sure crashed that party!/ /Haunt 55/ [She is Not Amused] /Your friend removes a tattered hood, and you can see snakes rising where there should be hair. Your friend starts speaking in ancient Greek, which you wish you understood. Actually, maybe you don't. Because if you did, you'd guess you'd be hearing how you are about to be statues forever. Say, that's an interesting point. There sure are a lot of statues in this house./ [What You Know About the Bad Guys] Your friend is the Greek monster Medusa, one of the deadly Gorgon sisters. According to legend--legend that seems very much true right now--Medusa has venomous snakes for hair and can petrify people with a glance. Probably you shouldn't look at her. [You Win When...] ...you sever Medusa's head. [How Petrification Works] -Medusa can petrify heroes, turning them to stone. On his or her turn, an unpetrified hero in a room may attempt a Knowledge roll of 4+ to unpetrify a petrified hero in the same room. -The Statues are face-down monster tokens that show an "S." When Medusa suffers physical damage, any explorer in a room with a face-down monster token may attempt a Knowledge roll of 4+ to unpetrify the Statue. If you succeed, flip the monster token over. It becomes an Athenian Hoplite soldier. -At the start of his or her turn, a hero in a room with a face-up Hoplite can send it after Medusa. Hoplites ignore all negative room and card text. If a Hoplite reaches Medusa, it may make a Might attack. If it does not, it remains where it is until a hero reaches it again. [Hoplite]: Speed 5, Might 5 [Special Attack Rules] -Medusa can be killed only by an explorer who deals enough physical damage to kill the traitor while possessing an Image in the Mirror card. -If you have an Image in the Mirror card, add 2 dice to your rolls to attack and defend against Medusa. -Medusa can poison you, giving you a Might Roll token which will drain your Might. If you have one or more Might Roll tokens, remove them when you gain Might from a card or room. [Special Event Rules] If you discover a room with an event symbol and do not have one of the two Image in the Mirror cards, roll 3 dice. If you get a 3 or more, you may instead search the event stack and its discard pile for an Image in the Mirror card and put it in front of you. Then shuffle the event stack and discard pile together. This event card is treated like an item from now on. If both Image in the Mirror cards are in front of explorers, ignore this rule. [If You Win...] /You have decapitated Medusa, freeing all the petrified soldiers from their stony curse. They praise you in their native tongue, carrying you to the front doorway. With their duty discharged, they crumble into dust, one last remnant of a bygone age, before blowing away into history. /Haunt 56/ [Make America Disintegrate Again] /All politicians are kind of slimy, but you could tell that it was a little more...literal...with this candidate. Something was just off: his waxy face that didn't move quite the way a human face ought to, his worrying public policies that served only entropy. You rallied a few friends to go to his headquarters on election night, to either protest or gloat depending on the results. You didn't expect the venue to be so disturbing and empty. You didn't expect to be so right about him, either. You found him doubled over and laughing, his melting face dribbling over onto his well-pressed suit, his skeletal hand clutching his flag lapel pin that pulsed with dark energy which swiftly overwhelmed you. When you come to, you're alone, but one thing is clear--it wasn't just hyperbole when you said that his presidency would be the end of the world. Now it's up to you to unite the people more than a million petitions ever could, and work together to prevent it./ [Right Now] -You can redistribute item cards among yourselves. -You can redistribute the points of your current Sanity values among yourselves. [What You Know About the Bad Guys] The presidential candidate is not just seeking control of the country, but control over life and death itself. Upon completion of the ritual, the dread lich will become both President and Overlord of America, and chaos will descend upon the country, turning neighbor against neighbor until nothing is left. One of your friends has been swayed by the Madman's impassioned talking points and turned against you, hoping to bring you over to their side or die trying. [You Win When...] ...you destroy all the lich's Phylacteries before the traitor completes the Rites of Ascension. [How to Destroy a Phylactery] A Phylactery is represented by a pentagonal item token. All remaining heroes must be in the same room as a Phylactery to destroy it. [Special Attack Rules] When you take Sanity damage, a traitor may give you the choice to redistribute it among any other heroes, rounded up. If you don't, you take all the damage. Redistribution takes place before any hero suffers the damage. [If You Win...] /The candidate's monstrous form emits a high pitched hiss as it evaporates from the material plane. Only slightly more worse for wear than you tend to find yourself on election night, you check the results of the polls--the other Presidential candidate has won, and you breathe a sigh of relief. However, your peace of mind quickly vanishes as soon as you see their American flag lapel pin pulse with a familiar darkness... You start saving up money to immigrate to Switzerland./ /Haunt 57/ [The Gathering Storm] /The loudest shrieking you've ever heard comes from every bird in the rookery. A thunderclap in the distance fades to a low howl, as the decorations on the walls begin to clatter. The rattling intensifies as the pressure in the room increases. Your ears pop as you're knocked to the floor. Doors slam in quick succession as the house continues to rumble back and forth. In the distance, a window shatters. Throughout the house, walls are ripped outward as the house buckles under the sudden stress. The newly exposed walls are nothing but splinters to the raging, bellowing storm that has erupted outside.../ [Right Now] -The storm has destroyed sections of the house, and it's not going to stop there! The haunt revealer chooses an empty roomm (hopefully far from an explorer) on the roof and destroys it (see [How to Destroy a Room] below). -Set aside the pentagonal item tokens (representing Tools). The explorers need to stock up on a variety of implements to hack their way through the destruction of the house. -Set aside six Obstacle tokens (representing Destroyed Landings). [What You Know About the Bad Guys] There is no traitor for this haunt. It's you against the storm. Good luck. [You Win When...] ...all entrances to the basement have Tool tokens on them, sealing off the floor and saving those below: this dooms anyone still trapped in the house above. You lose when all explorers are dead or the Basement Landing is destroyed. [How to Find Tools] You can sacrifice some of your movement to try to search for Tools that you and your fellow explorers can use. Choose a number of dice equal to or less than your current Speed. Succeed at a roll of 2+ to gain a Tool, then subtract the number of dice you chose from your Speed for this turn. For example, if Zoe has a Speed of 4 and uses 3 dice to gain a Tool, she can only move one space this turn. [How to Advance the Storm] At the end of each explorer's turn (with the exception of the turn the haunt is revealed), destroy each room that is adjacent a room that was destroyed on a previous turn (see [How to Destroy a Room] below). If the Basement Landing is destroyed, the explorers lose. [How to Destroy a Room] To destroy a room, remove any figures and tokens on the room, flip it over, and put the room back in the house where it previously sat. Any tokens that were on the room are lost, and any explorers that were on the room are killed. An explorer on the same floor can discard a Tool to keep a room from being destroyed. The Grand Staircase/Foyer/Entrance Hall counts as one room for this purpose; mark any destroyed landing room with an Obstacle token. When an entire floor has been destroyed, the next time you would destroy a room, choose the landing of the floor below that floor and all rooms adjacent to it. If you would destroy the Basement Landing, first check to see if all entrances are sealed (see below). If they are, the explorers have won! If not, they have lost. [How to Seal an Entrance] During an explorer's turn, the explorer can discard a Tool while on a room in the basement that has an exit to a higher floor. This does not prevent explorers from moving through the entrance, just the storm. Entrances to the basement include the Basement Landing, the Coal Chute, a room with the Below Collapsed Room token, and any rooms with dumbwaiters and stairs that connect to the basement. [Special Movement Rules] -You may attempt to exit a destroyed room, but must succeed at a Speed roll of 3+ or fall to the landing of the floor below and take 2 dice of physical damage. You may choose to fail the roll in a desperate bid to exit your floor. -You may discard a Tool to enter and exit destroyed rooms for the rest of your turn without attempting Speed rolls. When you move in this way, assume all entrances on the destroyed tiles are open. [If You Win...] /After you batten down the hatches, you find a dark corner of the basement to hide, covering your ears and screaming as the house groans and snaps above you. Eventually, all that is left is the ringing in your ears. Beyond that: silence. You break down the defenses and emerge to a calm and quiet sky. The birds are chirping, the sun is shining, and save for the broken foundation surrounding you, there's no sign of the house on the hill. /Haunt 58/ [Olly Olly Oxen Free] /Out of nowhere, you hear the creepy sound of a little girl's giggle, echoing through the halls of the house. The voice begins counting, "1...2...3...4..." all the way up to 10, an then calls out, "Olly Olly Oxen Free!" Guess you better find a good hiding spot!/ [Right Now] Set aside a number of Knowledge roll tokens equal to the number of explorers. [What You Know About the Bad Guys] The traitor has been possessed by a little girl who died in the house while playing Hide and Go Seek, and now all that she is seeking is revenge. You do not want to be found. The only way to stop her is to exorcise her spirit from the traitor's body by burning her Doll "friends" that she has hidden around the house. [You Win When...] ...you have found the number of Dolls equal to the number of explorers and burned them in the Furnace Room. [You Must Do This on Your Turn] It is your turn to seek! Once during your turn, you may attempt a Knowledge roll of 5+ in any room with an item symbol that does not have a Knowledge roll token to find where one of the little girl's Dolls is hiding. If you succeed, add a Knowledge roll token to that room; no other Dolls can be found in that room. [Special Attack Rules] You cannot deal damage to the traitor. [How to Burn a Doll] Once you have a Doll, bring it to the Furnace Room to burn it. Each explorer may only carry one Doll at a time. [If You Win...] /Everyone who has been "It" crumples to the floor. Over time, they may be able to return to their old selves. As you breathe a deep sigh of relief, you walk out of the house, from which you swear you head another noise. Was that a faint giggle in the distance?/ /Haunt 59/ [The Fleshchild's Alchemical Mandate] /You had all heard legends of Zosimus Alchemista and his horrid fleshchildren, but you never imagined in your wildest dreams that they could be true. The truth is all too real, however. One of your friends is no friend at all! They are the brainchild--nay, the [Fleshchild] of Zosimus! Now, this minion of Zosimus has come to do his bidding! The Fleshchild seeks to harvest samples from each of you to further their master's vile machinations. Can you survive this assault by your former friend?/ [Right Now] Put one small orange monster token (representing a pound of Flesh) on each hero's character card. [What You Know About the Bad Guys] You are horrified to learn of the traitor's true origin. Your friend is actually an evil alchemist's homuncular creation: a terrible Fleshchild! The Fleshchild's true form has been revealed, and has learned of its creator's command--to colelct a bit of each of you! [You Win When...] ...the Fleshchild is dead. [You Must Do This on Your Turn] At the start of your turn, if you do not have Flesh on your character card, lose 1 from each of your traits. [How to Save Yourselves] When the Fleshchild takes damage from an attack, the Fleshchild drops all Flesh carried. If you do not have any Flesh on your character card and you end your turn in a room with Flesh, you may pick up one Flesh and put it on your character card. [If You Win...] /With a final desperate swing, you cave in the skull of someone who you thought was a friend. Even as it lays on the ground before you, its skin begins melting from its bones--wait, no, not bones! Its rapidly emerging skeleton is a collection of wooden and pewter bits, joined together with alternating bronze and gold wire. A shudder runs through your body as you think of what you've done in this house. You leave, safe from the Fleshchild, but forever haunted by the memories./ /Haunt 60/ [Cat O'Clock] /You've always been a cat person. You and your friends have always ALL been cat people. But there's a difference between loving cats, and letting the love of cats control you. Your friend calls out--"Look guys, a kitty! Let's do EVERYTHING IT TELLS US TO DO."--and that seems, frankly, excessive. But as the house fills with kittens, you begin to see their point. The will of these cats is overwhelming. It's almost irresistible. Remind yourself that you're a person. And people are bigger than cats. Most cats, anyway./ [Right Now] -Set aside a number of pentagonal item tokens (representing Ingredients) equal to the number of heroes. Also set aside a pentagonal Item Pile token (representing Cat Food). -If the Kitchen is not yet in play, search through the room stack until you find it and place it in the house. Then shuffle that stack. [What You Know About the Bad Guys] The traitor is trying to bring as many Kittens as possible into the house. Mean Kittens. With very pointy claws. You need to stop all these felines from taking over the world. This requires you to soothe the Kittens running through the house, as well as to make the kind of Cat Food dinner that will calm down The Cat. [You Win When...] ...you convince The Cat to eat dinner, soothing its cravings long enough for it, and its kitten minions, to take a catnap. [How to Soothe the Kittens] The Kittens hiss and howl as they roam through the house with their sharp teeth and vicious claws. To soothe a Kitten, a hero must succeed at a Sanity roll of 4+ to stun and soothe the Kitten. Unlike normal stunning, a soothed Kitten remains soothed for the rest of the game. [How to Calm The Cat] -To finally calm The Cat, the heroes must find the right Ingredients throughout the house. Once during his or her turn, a hero in a room with an omen symbol may attempt a Knowledge roll of 3+ to find an Ingredient. -When you bring a number of Ingredients equal to the number of heroes to the Dining Room, Kitchen, or Menagerie, the Cat Food is complete. Replace the Ingredients with one Cat Food token. -To stop The Cat from achieving world domination, the heroes must bring the Cat Food and convince The Cat to eat dinner. This requires a hero to succeed at a Sanity attack against The Cat. For each other hero in the room, the attacking hero gains an additional die on the Sanity roll. [If You Win...] /The house fills with the smell of delicious snacks and the sound of purring, sleeping, satisfied cats. It's just like you've always dreamed, although one of those cats is way bigger than you might have expected. What a wonderful cozy place this house is. How nice and peaceful. Surely it will last forever./ /Haunt 61/ [Captain Sting's Revenge] /The sound of gushing water is heard somewhere in the house. The closer you get to the sound, the more you smell salt water. Suddenly, you hear a woman's gravelly voice holler, "Prepare t' conquer this here land and take all the loot ye can find!" Sounds of boots stomping, swords clanking, and swashbuckling fill the house as it's invaded by pirates. It's obvious to you that your friend didn't survive this raid. You want to avenge your friend and hit the pirates where it'll hurt. You overhear talks of a treasure chest and know that if you destroy it, they'll have no reason to stay./ [Right Now] Put a number of pentagonal item tokens (representing Pieces of Loot) equal to the number of heroes on any rooms in the house, one per room. If possible, put one token on each floor. [What You Know About the Bad Guys] Your friend has been killed by Captain Sting, a powerful, deadly pirate leader. She is surprisingly young to be a captain, with a beautiful face, tangled locks of black hair, and a contagious laugh (unless your pain is causing the laughter). She is considered respectable and ruthless by her crew and they would happily die for her, even though she cares more about treasure than she cares about any person. [You Win When...] ...the Treasure Chest is destroyed. You know that the Pirates win when they have returned all the Pieces of Loot to the Underground Lake. [Special Attack Rules] -You can attack the Treasure Chest once during your turn, but only with a Might attack. The Treasure Chest has a Might of 4. If you win, put a Might Roll token on your character card. After the heroes have accumulated four Might Roll tokens, the next successful Might attack destroys the Treasure Chest. -Captain Sting can be stunned with normal attack rules, but does not take damage. [Special Movement Rules] You can pick up Pieces of Loot, but an explorer carrying a Piece of Loot has 1 fewer space of movement per turn. [If You Win...] /The treasure chest crumbles into pieces and the portal opens up to take back Captain Sting's ship. As you begin to celebrate, you feel shackles wrapping around your legs. Sting needs a new crew since her last one disappointed her. Try not to fail like they did./ /Haunt 62/ [Rosencrantz and All of You are Dead] /You look down to see your clothes have changed to pantaloons, frilled collars, and Elizabethan gowns. You realize you are in Castle Elsinore and you feel the strongest urge to speak in iambic pentameter./ [Right Now] Put the pentagonal item token 1 (representing the Mirror) and item token 2 (representing the Dagger) face-up in different rooms. [What You Know About the Bad Guys] You all conspired to kill the traitor's dad, who happened to be the King of Denmark. It seemed like a good idea at the time. The traitor is Hamlet. You suspect he is going to get depressed and whine about his upper-class prince problems for a while, but after that he's going to try to kill you and himself. You need to end this story and escape this strange reality! [You Win When...] ...you say your lines to end the story before Hamlet can say his lines and die. (You can also win by killing Hamlet before he says his three classic lines, but this may be hard.) [How to Stop All This Drama] The play has five acts. You need to go to the correct rooms and say the lines out loud to finish them all. Each hero can complete one act per turn (even if it's not his or her turn), but they must happen in the correct order. If a room is not yet in play, keep exploring until you find it. -[Act 1]: Go to the Balcony, Roof Landing, or Widow's Walk and see King Hamlet's ghost. [Line]: "Something is rotten in the state of Denmark." -[Act 2]: Go to the Drawing Room, Library, or Study and discuss Hamlet's mental disorder. [Line]: "Though this be madness, yet there is method in't." -[Act 3]: Go to the Gallery, Solarium, or Theater and get upset about a play. [Line]: "The lady doth protest too much, methinks." -[Act 4]: Go to the Kitchen, Larder, or Storm Cellar and talk about how you'd really like to poison or stab that crybaby Hamlet. [Line]: "If I gall him slightly, it may be death." -[Act 5]: Go to Hamlet's room and have a duel. The heroes must attempt at least three attacks on him in this act, have him survive, and say their final line to end Act 5. [Line]: "Good night, sweet prince. And flights of angels sing thee to thy rest!" When all five acts have been completed, the haunt ends. If Hamlet is still alive, you win. [Special Attack Rules] -After Hamlet attacks you, if you are still alive, you immediately make an attack on Hamlet. -In Act 5, you may attack or defend against Hamlet using any number of dice up to your Might value, so long as you roll at least 1 die. Remember, you are trying not to kill Hamlet. [If You Win...] /You return to your familiar clothes and present-day reality. In front of you lies a solitary grinning skull. The traitor is nowhere to be seen. You pick up the skull and say, "Alas, poor Hamlet. I knew him, Horatio." Exeunt./ /Haunt 63/ [Shush] /You look up and see a fellow explorer across the hall. You wave and motion them over to check out a spellbook that you just found, but no sound comes from your lips. You clear your throat silently and try to speak louder. Still nothing. You try to breathe. Yes, that's okay. You snap your fingers. No, you're not deaf. Your friend is by your side, their mouth moving. "Can you hear me?" they mouth. You shake your head. In the distance you hear a door slam./ [Right Now] You cannot speak. No, not your characters. Well, them too. But the heroes cannot speak. Seriously. Stop reading this aloud. Right now. Motion to the other explorers to hold on for a moment. Back? Good. Read the rest of this in silence, then pass it to the explorer on your left. [What You Know About the Bad Guys] Your friend pulls off what looks like a human mask, transfiguring into a guesome creature, mouth stretched into a terrifying rictus grin. The Box your friend guards is ancient and covered in spells. This Box--the Voicebox--must be the source of the magic silencing you and your allies. [How to Use the Spellbooks] You need to collect the correct spells to open the Voicebox and regain your voice, but some Spellbooks may be cursed! [You Win When...] ...you've regained your voices and killed the traitor. [You Must Do This on Your Turn] Until the traitor tells you otherwise, you cannot speak. [If You Win...] /The traitor's head explodes in a shower of gore. Your voices sound foreign to you, but you're happy to have them back. Wait. Those aren't your voices.../ /Haunt 64/ [Chairman of the Board] /You thought they were your friends, your fellow explorers. But you all met for the first time here at the house, and now you know the truth: the people you thought were your companions were ghosts haunting the house, and they've made room for one more. Now you have to get out of this house, and fast. If the ghosts manage to strip away your sanity, you, too, will become a permanent resident of this haunted house./ [Right Now] -Leave the room. The traitors get to stay with the house this time. -Get a piece of paper (representing the Spirit Board). Write the letters A through Z on it. Leave plenty of room between them. (If you have an actual spirit board, such as The Ouija* Board, you can use that.) -When you return, get a pentagonal item token (representing the Planchette, the pointed indicator for a spirit board) from the box. -Take the Spirit Board omen card from whoever found it. [What You Know About the Bad Guys] The other explorers are now Poltergeists, and are trying to turn you into a ghost to join them in haunting the house. [You Win When...] ...you move through the front door of the Entrance Hall. [Special Attack Rules] You may attempt exorcisms to kill Poltergeists instantly. Each exorcism roll requires a specific room or item card. You can make one [exorcism roll] each turn. -You may attempt a Sanity roll of 5+ to perform the exorcism while in the Chapel, Crypt, or Pentagram Chamber, or while carrying the Holy Symbol or Ring. -You may attempt a Knowledge roll of 5+ to perform the exorcism while in the Library or Research Laboratory, or while carrying the Book or Crystal Ball. If you succeed, one traitor in your room dies instantly. [How to Use the Spirit Board] -When you are attacked, you do not roll any dice. Instead, you use your Spirit Board. The Poltergeist will write down a thing depicted on the room tile; it must be one or two words and at least six letters. Look at the room and get an idea of the things in the room. As many times as you have points of Knowledge, you can move the corner of your Planchette around your Spirit Board to indicate one letter in the object you believe the Poltergeist is attacking you with. The Poltergeist must tell you how many times it occurs in the answer. Each letter you got correct (once per time it occurs in the word or phrase) counts for 1 point in the number you use to defend. -Then guess the word or phrase. If you are correct, you get 1 more point in the number you use to defend. -For example, if you have a Knowledge of 5 and are in the Kitchen when the Poltergeist attacks, you might indicate the letters F-R-I-G-E. If the Poltergeist wrote down FRIDGE, you'd defend with a value of 5. But if it was REFRIGERATOR, you'd defend with a value of 8 (3 Rs, 2 Es, 1 F, 1 I, 1 G). If you guessed REFRIGERATOR as well, you'd defend with a value of 9. -When you would damage a Poltergeist with the Spirit Board, you may instead move 1 room. [Special Movement Rules] Poltergeists do not count as opponents for purposes of counting movement. [Special Omen Rules] The Spirit Board cannot be dropped, traded, or stolen. [If You Win...] /You race through the front door, your heart pounding as fast as the sound of your feet slapping the sidewalk. You made it out with your mind, body, and spirit intact, and as you look back at the house, you see that several of the windows are filled with the silhouettes of spectral observers. Yet one window remains vacant, and a warm, inviting light shines from within, beckoning to potential new residents./ /Haunt 65/ [Sushi Night] /Your mouth would water whenever you'd see your "friend." But you never betrayed the hunger in your eyes when you set the lure for this trap. "Mersteak," the meat of mermen and mermaids, is said to be the most fantastic delicacy. Rich, flaky...and it grants you eternal youth. You wonder how it tastes with soy sauce./ [What You Know About the Bad Guys] The house is flooding, and your friend has been transformed into a Merperson. Its newly grown fins will make it formidable and hard to catch in the water. You must hunt down the traitor before the house floods completely and the Merperson slips back into the ocean. [You Win When...] ...the Merperson is dead. You can feast on its flesh to become immortal. [Special Movement Rules] When in a flooded room marked by a face-down monster token, your roll 2 fewer dice on Speed rolls and you get 2 fewer spaces of movement. (You can always roll a minimum of 1 die and move a minimum of 1 space.) [If You Win...] /Fish. Definitely tastes like fish. Something delicate, like halibut. Odd. Were you expecting a flavor more...humanlike? But you can see your skin glow with renewed smoothness. You feel younger, stronger. Especially your legs. But there's a pain, bone deep. You clutch at your ankle and feel the scales beginning to grow./ /Haunt 66/ [The Cardinal Sins] /Your friend puts on a bright red, pointy hat. Brandishing a scepter, your friend forthrightly exclaims, "Today, if all goes as planned, I shall be elected Pope!" Hey, that doesn't sound so bad. It'd be cool to know the-- "To ensure my uncontested election, I shall bathe this house in the blood of sinners!" Oh, right. You forgot where you were for a moment./ [Right Now] Put one of each color small monster token (representing seven Electors) face-down in any rooms that the heroes do not currently occupy. No two such rooms may be adjacent, even between floors, unless doing so is impossible, in which case come as close as you can. [What You Know About the Bad Guys] The traitor is Cardinal Sinn, who thinks you have been very sinful. [You Win When...] ...you stop the traitor from being elected Pope. The traitor needs four Electors and must get to the roof. If the heroes have a total of four Electors or kill the traitor, you win. [How to Stop the Cardinal from Becoming Pope] Get a majority of Electors to vote against the traitor. When you are in a room with an Elector that has not voted, you may attempt a Sanity roll of 6+ to gain the Elector's vote. If you succeed, take the Elector off the tile and put it on your character card. [Special Attack Rules] -Unless the traitor has four or more Electors, the traitor cannot take mental or physical damage. You can make attacks or steal item cards. -If you die, give all your Electors to the traitor. [If You Win...] /The electors have decreed that no Pope will be elected today. After not seeing the white smoke rise from the roof, the traitor goes to the top of the house and leaps off in shame. Seems like you're gonna need a new Pope./ /Haunt 67/ [Murderball] /You hear the sound of a young boy giggling, then a gleeful whisper, "I know a fun game! Let me tell you the rules, and you can teach the others..."/ [Right Now] -Set aside a number of triangular Knowledge Roll tokens equal to the number of heroes. -Set aside a number of triangular Sanity Roll tokens equal to the number of heroes. [What You Know About the Bad Guys] The traitor is beguiled into playing a game by the spirit of a mean little boy. The spirit is a Bully who delights in games of violence. His favorite game involves hurling a stone at you to see who bleeds the best! [You Win When...] ...you free the spirit from the Bloodstone by putting a number of Knowledge Roll and/or Sanity Roll tokens in the Nursery equal to the number of heroes. [How to Free the Spirit] -Lure the spirit out of the Bloodstone by showing him more interesting and deadly weapons. Gather two weapons and drop them in the Nursery. For purposes of this haunt, the Dynamite is considered a weapon, along with the Axe, Blood Dagger, Boomstick, Chainsaw, Sacrificial Dagger, Revolver, and Spear. -When at least two weapons are in the Nursery, you can try to trick the Bully into leaving the Bloodstone. Once, on your turn, you may attempt a Knowledge or Sanity roll of 5+ in the Nursery to trick the Bully. If you succeed, put a token appropriate to the roll in the Nursery. [If You Die...] /The Bully's voice in your head says "Hey, I didn't say you could quit! Go touch the base, and then get back in there!"/ Drop all your item cards and put your figure in the Nursery. Reset your traits to their starting value, then draw an item card and do nothing else this turn. Continue taking turns as normal. [If You Win...] /The spirit looks shocked as he leaves the stone, flames starting to spring up around his ethereal form. "What's happening? This game is no fun!" He tries to grab the weapons, but his hands pass harmlessly through them. "You cheated! I should've won! I played better than you..." The spirit is dragged down into the ground in a puff of flames and smoke. He screams as he disappears, "No faaaaaair!"/ /Haunt 68/ [He Who Must Not Be Read] /As you open the book--a children's story about an evil necromancer named Maldovo--a bat-winged flying key falls to the floorboards. And then something unexpected and horrid takes place. The ornate illustrations inside glow with eldritch light, illuminating the face of your fellow explorer holding the book. "At last," your friend intones, in a voice no longer what you remember, "my summoning is complete. I am Maldovo and I have arrived back into this world!"/ [Right Now] If the traitor has the Key card, choose a hero to take it. [What You Know About the Bad Guys] From what you remember in the children's story, a young wizard saved the day by destroying the necromancer Maldovo's hidden soul. You'll need to find it secured within the house before Maldovo hunts you down and consumes your own souls. [You Win When...] ...you destroy Maldovo's soul. In the story, Maldovo's soul was hidden in a series of Soulcruxes. The necromancer's soul was hidden within an egg, which was hidden within a duck, which was hidden within a rabbit, which was hidden within a locked chest. So you'll need to find a way to open the chest, then kill the rabbit, kill the duck, break the egg--and destroy Maldovo's evil soul inside. [Special Attack Rules] Maldovo cannot take damage. [If You Win...] /The necromancer utters an ear-splitting shriek and collapses into dust before your eyes. There is nothing left of Maldovo in this world, save for the book itself which falls to the ground with a ponderous thud...leaving you the decision whether to commit the book itself to some fire, or retain it as a priceless artifact for your own private library. The choice weighs heavily upon you. You pick up the key. Maybe best to lock it away./ /Haunt 69/ [No Noose is Good News] /A warm, dusty breeze gusts through the house and swirls around one of your fellow explorers. Holding a rope in one hand that has been tied into a noose, you see that your friend is giving you a very strange look. And then, an eerie warning escapes your friend's lips, "I'll come for you, one by one...The Hangman's job is never done..."/ [What You Know About the Bad Guys] The Traitor has been possessed by the spirit of an Old West hangman. The Hangman will not rest until everyone in the house is hanging at the end of a noose. However, you won't be hanging high if you can play the gallows game better than the Hangman can. [You Win When...] ...all living heroes are protected from the gallows. [How to Play the Gallows Game] -On your turn, you may use all your movement to solve your individual gallows game. -For each incorrect guess, the Hangman will draw a body part on the gallows, and you take 1 point of physical damage. -For each correct guess, the Hangman must fill in the letters in the appropriate positions on your Hangman card and show all heroes the progress on the game. When a hero solves the game, he or she is protected from the gallows. [How to Break Free of a Noose] The Hangman may use a noose to prep you for the gallows. If at the start of your turn, you are currently caught in a noose, you may attempt a Might roll of 4+ to break free. [If You Win...] /The house is still and quiet. The creaks of the gallows have been silenced once more. As you look at the other survivors, one by one, you imagine what it would have felt like if you met the noose like so many before you. As you step outside the doors of the house, you envision the land around you as it would have been in the Old West...and thank your lucky stars for English class. /Haunt 70/ [To Reach the Cosmos] /You've had a ringing in your ear since you got here. It started low and you thought it was just the altitude, but it's steadily going up. Now you can't stop thinking about it...thinking. Every thought, every internal voice, reverberates in your head like a drum. It's so loud! You almost don't notice the pale blue tentacle enter the room, standing upright like a bendy straw pointing intently at your head./ [Right Now] -Get a piece of paper and write down a "Thought" from your hero's perspective. It could be the first thing that comes to mind, or from an earlier event. Fold the paper so that no one else can read it. -On the outside of the paper, write down a trait. Raise that trait by 1. [What You Know About the Bad Guys] The traitor has turned into a brain-sucking horror and is trying to steal your Thoughts with his terrifying Brainstraws. [You Win When...] ...you have taken all of the traitor's Thoughts. [You Must Do This on Your Turn] If you do not have a Thought at the start of your turn, take 1 die of mental damage. [Special Attack Rules] -You may steal one of the traitor's Thoughts, chosen randomly, by succeeding in a Knowledge attack against the traitor. -If a Brainstraw defeats you in physical combat while you have a Thought, you take no damage. Otherwise, you take normal damage. -When you defeat a Brainstraw in combat, it is stunned and retreats. Put the Brainstraw in the same room as the traitor. -When you defeat the traitor in physical combat, you deal no damage but may move the traitor to any room containing a Brainstraw. -A hero may attempt to steal a Thought by succeeding in a Knowledge attack against whoever has it. [Losing and Gaining Thoughts] -If you lose a Thought, lose 1 in the trait listed on the outside of the paper. -If you gain a Thought, gain 1 in its trait, and read the Thought aloud. -You can give a Thought to another hero in your room without attacking; this counts as you losing and the other hero gaining a Thought. [If You Win...] /The traitor lies on the ground, the brain-sucking straws shriveling up and disintegrating. Your former friend curls up and shrieks. "Noooo...those are mine. I was going to go up there! And now I'll forget everything." And yes, your friend will forget everything, but you won't. You turn your head towards the sky, looking at the stars. /Haunt 71/ [The Other Side] /This is your house. It has always been your home, since the day you hung yourselves from the roof. New folks may come and go, but you will be here. Forever./ [Right Now] If any hero doesn't have an item card, that hero draws one from the item stack. If the heroes don't have at least four items after that, each hero draws one until you have four items among you. [What You Know About the Bad Guys] The traitor is attempting to remove you from your home. You have special ways to stop the traitor, since you're a Ghost. [You Win When...] ...the traitor is killed and has joined you in the afterlife. [You Must Do This on Your Turn] At the end of your turn, gain 1 Sanity if you did not attack this turn. [Special Attack Rules] -You may attack the traitor using any trait. The traitor defends using the same trait. If you attack using a mental trait, the traitor takes mental damage. If you take damage, you must lose Sanity instead of Knowledge. -You cannot die. If you would take enough damage to drop any of your traits to the skull symbol, lower the trait to the lowest value above the skull symbol. You may not voluntarily take actions that would lower your traits further. [Special Movement Rules] You are incorporeal. You are immune to negative room effects. During your movement, you may lose 1 Sanity to pass through any wall into another previously discovered room as if it were connected by a door. [Special Item and Omen Rules] You may not drop, trade, or steal item cards or omen cards. [If You Win...] /Home is where the heart is. A wooden box would have been more appropriate, but this floral teapot will do nicely. As you replace the floorboards over the teapot's new resting place, the newest member of the family turns and says, "If this is my funeral, shouldn't someone say a few words?" "Welcome home," you chant in unison./ /Haunt 72/ [Man's Worst Enemy] /"When I summoned the Beast, I thought it could be contained in the harmless form of my faithful pup. But it has sunk its talons into my soul, and it is only a matter of time before it consumes me. The dog cannot escape the wards with which it is bound. Now I must take my own life before I become a tool of the Beast." Even as you read this final entry in the old man's diary, you hear a cheerful bark and feel a power clutching at your mind./ [Right Now] Set aside the matching explorer tokens for each hero. [What You Know About the Bad Guys] A hellbeast bound to a puppy seeks to consume your minds or destroy your bodies. Unless you act quickly, you will all become slaves of this adorable Beast. [You Win When...] ...you kill the Beast. [Special Attack Rules] -The Beast can attack you, but its power prevents you from attacking it directly. You can only fight it through the game of fetch. -The Beast has been trained to respond to the Bell. Once during your turn, if you are in the same room as the Beast, you may use the Bell to attempt a Sanity roll of 5+ to stun the Beast into playing dead. -A hero accompanied by the Cat cannot be possessed. If the Beast would deal damage to you, you may discard the Cat card instead of taking damage. -You may attack the traitor or a possessed hero normally. [How to Play Fetch] The Beast has one weakness: The fiend within him can't entirely overcome his natural instincts, and you can momentarily break the Beast's hold on the Dog with a game of fetch. Once during your turn, when you are in the same room as the Beast, you may attempt a Knowledge roll of 4+ to send the Beast to a room with an item symbol up to 6 spaces away. -If there's a weapon already in the room, the Beast brings the weapon to you. You may immediately make an attack against the Beast using that weapon. -If you attack with a weapon on the turn it is fetched and deal damage to the Beast, take one of your explorer tokens. When the heroes have a total number of explorer tokens equal to 1 more than the number of explorers who started the haunt, the Beast is slain, the spirit is banished, and its victims are no longer possessed. But the Dog is still there, and the Beast will come back. So the next time you play fetch and get a weapon, you must attack the Dog with the weapon it brings you, or you lose all your explorer tokens. [If You Win...] /Unearthly howling fills the air. You feel claws raking at your mind, tearing at your memories and thoughts. Just when you fear that you will lose yourself in this maelstrom, the torment ends and silence falls across the house. The dog's tail beats against the floor twice, and he licks your hand weakly before he dies. Even at the end, he's still a good boy./ /Haunt 73/ [Existence Precedes Essence] /The distinct lilt of a maniacal titter echoes through the house. "Hee hee heee ha hoo hee he hoo heee ha heeeeeee!!!" You recognize this awkward and familiar laugh, it's coming from one of your closest pals! Surely your friend is having an amazing time somewhere in the house! Perhaps after stumbling upon a non-haunted fun-time room? "Attention, all previous friends!" shouts your pal. "I have just met my new and only friend, a small hungry Head...say hello." A meek but earnest voice squeaks out, "Hello, everyone. I'm hungry." "So," your friend continues, "I'm going to let the Head feast on your faces! Hee ha hoo hee ha!" Hmm...that Head character seems alright but your friend sounds stressed out. Maybe your pal just needs a hug./ [Right Now] Set aside a number of Obstacle tokens (representing Hugs) equal to twice the number of heroes. [What You Know About the Bad Guys] The traitor is trying to feed you to his or her new best friend, a small polite Head. [You Win When...] ...you either hug the traitor for enough turns, restoring mind, body, and soul to the person you once knew, and then team up to hug his or her new friend, the Head, or you kill them both (you soulless husk of a human being). [How to Hug Someone] -To hug either the traitor or the Head, make a Might attack. If you are hugging the traitor, add 1 extra die for each Hug on the traitor's character card. Any other hero within 2 spaces of movement can group-hug along with you. Ignoring any text that hinders movement, put those heroes' figures in your room and add 1 die to your roll per extra hugger. Hugging deals no damage, but does allow the normal stealing of item cards carried by the huggee; for this purpose, explorer tokens are considered items. -To restore the traitor to normal, you must hug the traitor for a number of turns equal to twice the number of heroes. After each successful turn of hugging, put a Hug onto the traitor's character card. -If the Head is by itself, you may hug the Head. The traitor may join you in this Hug if he or she has returned to normal. [Special Movement Rules] When you hug on your turn, you may not move again that turn. [If You Win...] /Hooray! Hugs and love are back in style! Or...did you kill everyone instead of hugging? Either way, you feel a raging sense of accomplishment. Emboldened by your actions, you take on a slow sassy strut and mosey out the front door, intentionally knocking over a couple chairs before you leave. "I'm amazing!" you call out to no one in particular. You've certainly given those paranormal forces something to scratch their chins at this day. Achievement unlocked!/ /Haunt 74/ [Coulrophobia] /You hear the laughter echoing down the halls. It fills you with a terror you've never known before. Each of you flashbacks to a horrific childhood memory of a terrible stranger whose deranged humor plagued your nightmares. You know in your bones that a dread figure stalks the halls of this house. In his giant hands he wields torturous implements of death. It's time to run for your lives, or the evil clown will get you./ [Right Now] -Set aside a number of triangular Might Roll tokens equal to the number of heroes. -Set aside a number of triangular Knowledge Roll tokens equal to the number of heroes. [What You Know About the Bad Guys] The traitor is Knick-Knack the Clown, who has prepared a number of deadly jokes that will surely slay you. Each hero chooses a piece of paper provided by the traitor, each representing a different Gag. If there are more pieces of paper than heroes, hide the unchosen ones in the game box. [You Win When...] ...the last living hero escapes the house, you kill the Clown, or all the Clown's Gags are destroyed. However, you lose if two of you are killed, regardless of what else happens. [Special Attack Rules] The traitor will try to kill you with your own Gag. If you attack the Clown, you may use the Stealing Items rules to steal a Gag (chosen by the Clown). You may also attack the traitor's Dog to stun it or, if it is carrying a Gag, to steal the Gag. If you succeed at stealing a Gag, you immediately destroy the Gag. [How to Leave the House] -The Clown has locked, chained, and tied a bow around the only door out of the house. Once during his or her turn, a hero in the Entrance Hall may attempt a Might roll of 5+ to break the chain or Knowledge roll of 5+ to pick a lock. If you succeed, add a token of the appropriate type to the Entrance Hall. Once there are a number of tokens in the Entrance Hall equal to the number of heroes, the door is unlocked. -If you start your turn in the Entrance Hall and the door is unlocked, you may escape. [If You Win...] /You've escaped with your lives. If you never see another clown again, it will be too soon./ /Haunt 75/ [Let it Glow] /A chill fills the air. No, you aren't imagining the icy cold. There is actually a thin layer of ice beginning to cover every inch of the house. Standing before you is your former friend, transformed into a bitter Ice Queen. If you don't find a way to warm up soon, you'll certainly freeze to death, unless the Queen kills you first./ [Right Now] -Set aside 7 pentagonal item tokens (representing Thermostats). -Put one Thermostat number-side-up in the Furnace Room, and one more in each room with an omen symbol of your choice until you run out of Thermostats or omen rooms without Thermostats. [What You Know About the Bad Guys] The traitor has found a childhood memory trigger that has turned your friend into an evil Ice Queen, who is trying to freeze you to death. The Ice Queen's power seems to come from the cold. The house is getting colder by the minute, and is completely covered in snow and ice, so there is little time to spare. You must get to rooms with Thermostats to warm the house back up. [You Win When...] ...you kill the traitor, or lock six of the Thermostats and lower the Turn/Damage track to 0. [How to Defrost the House] -Once on your turn, you may attempt to raise and lock a Thermostat in the house. Attempt a Knowledge roll of 4+ to turn up the heat and lock the Thermostat. Once a Thermostat is locked, turn the item token number-side-down, then lower the Turn/Damage track to the next number. -If any explorer discovers an omen room, put a Thermostat on that room if you still have one that hasn't been put into play. [If You Win...] /In the warm glow of the thermostats coming to life, the blood begins to return to your tingly, frostbitten fingers. You shiver again, perhaps out of habit...perhaps from nerves. As the ice begins to melt into huge puddles, you leap over the wet spots and make your way to the front door. You think to yourself that a long vacation is well overdue. Someplace warm sounds nice./ /Haunt 76/ [Back to the Past] /The weathered photo is of you, but how is that possible? You look up to find a butler standing in the doorway. "It's time to go home," he says in a raspy voice. He drops a metal tray and the clang echoes in your ears as everything goes dark. You're back at the entrance of the house, but something has changed. The hallways are lit by warm flickering candlelight, and there are people here, oblivious to the horrors the house holds. A flash from a camera's light blinds you. "Thanks!" someone squeaks. "We don't have much time." The butler continues. "You are reincarnated members of the company that built this house. Tonight is the night it became cursed. You, or more specifically, your former selves have just been murdered. You need to dispatch your murdered in the past before the murderer completes the ritual. Stop this, and you will prevent this house from ever awakening." He smiles sadly as his body fades from view. "Good luck..."/ [Right Now] -Starting with the haunt revealer, take turns drawing rooms off the room stack and placing them in the house. You cannot place a room if it would make it impossible to place another room. Keep doing this until all tiles are placed or you can't put any more rooms in the house. -Put your figures in the Entrance Hall. -Set up the Turn/Damage track with a plastic clip at 12. You'll use this to keep track of time--which is about to go backwards! [What You Know About the Bad Guys] Your former selves were murdered by the traitor, who is looking to collect the magic of the house through a ritual that will go awry, or has gone awry...Time travel is confusing! [You Win When...] ...you reveal the traitor before the Turn/Damage track reaches 0. [You Must Do This on Your Turn] Lower the Turn/Damage track to the next number. If the traitor has not been found, the traitor may place an Obstacle token (representing a Pentagram) in any room. [How to Search for the Traitor] -A the start of your turn, you may ask the traitor one yes or no question about where he or she is. The traitor must answer truthfully. Questions must be limited to the names or characteristics of the room. They cannot involve information about what floor the room is on, or it's position in relation to other rooms. Additionally, you cannot ask questions about symbols or game text on the room. -At the end of your turn, you may declare that your room is the room where the traitor is hiding. If you are correct, the Traitor will tell you so, and you've won. If not, take 1 point of mental damage and lower the Turn/Damage track to the next number. [Special Movement Rules] -You can access all false doors, as long as you are going through the door's entrance side. -When you enter a face-down room, take 1 die of mental damage as your memories of the older version of the house start to confuse you. You were already here, right? -You can enter and exit through any side of a face-down room. -Ignore any text that hinders movement with the exception of the Pentagrams placed by the traitor. It takes an extra space of movement to enter a room containing a Pentagram token. [If You Win...] /The murderer screams momentarily before collapsing lifelessly to the ground. As magic flows out of the half-crafted ritual, memories of a previous life flood back to you. You've come so far. You've sacrificed so much. And now, it is time to start your new life./ /Haunt 77/ [They're Always After Me] /You find what appears to be an old cereal box. On the outside, it says "Begorrah! Here be a lucky charm indeed!" Your friend opens the box, and is engulfed in a cavalcade of colorful lights. Rainbows, moons, horseshoes, all manner of sparkles. When the sparkles fade, you see that your friend has turned into a twisted little gnome in a green suit and red cap. "Ye will not get me pot o' gold!" the creature cackles, and takes off running. Pot o' gold, ye say? Hmmm./ [Right Now] -Put the pentagonal item tokens 1 to 7 (representing Wishes) near the Entrance Hall. -Set aside seven monster tokens (representing Colors of the Rainbow), one of each color. -Set aside a pentagonal Item Pile token (representing the Pot of Gold). [What You Know About the Bad Guys] Erin go bragh! Your friend has become a Leprechaun! And where there's a Leprechaun, there's a Pot of Gold at the end of a Rainbow. Now you need to find the Rainbow. [You Win When...] ...you find the Pot of Gold. [Special Attack Rules] Leprechauns are vulnerable to being caught by their toes. If you defeat the Leprechaun, instead of dealing damage, you may pick a Wish from the Wishes table, then put the matching item token back in the box. You may not pick a Wish whose item token is not on the table. [Special Item and Omen Rules] -If you would draw an item card, you may draw an omen card instead. -If you draw the Medallion card, choose an open door on the roof and place the seven Colors of the Rainbow out from that door, in this order: red, orange, yellow, green, blue, purple, magenta. Then put the Pot of Gold at the end of the Rainbow. (If there is no open door on the roof, extend the Rainbow from the side of a roof tile and pretend that a door is there.) [Wishes] [Wish] / [What Happens] 1 / Each hero draws an item card. 2 / You may put your figure in any room. 3 / Gain 1 Speed and 1 Might. 4 / Gain 1 Sanity and 1 Knowledge. 5 / Draw three events, pick one to keep, and shuffle the others into the event stack. 6 / Replace any non-landing room with the top tile from the room tile stack. 7 / Steal any item card or omen card from the Leprechaun, even if it can't be stolen. [Special Movement Rules] Each Color of the Rainbow is considered its own room tile as a part of the Roof. Only one hero may be on each Color at the end of any turn, but you can pass through a Color containing another hero. If you enter the final magenta Color, you may take the Pot of Gold and win the game. If you don't, it's a long way down. [If You Win...] /The Leprechaun is mightily glum. "Ye have me pot o' gold. What be yer fondest wish?" The explorers say, "To be out of this crazy haunted house!" And so the Leprechaun's wish-granting power whisks you home. You are thrilled that no more leprechauns will torment you till your dying day. Till then, you will count your gold and laugh into the night./ /Haunt 78/ [The Devil's Name] /A tablet covered by a grid of glyphs serves as the lid of a stone coffer. As you lift the capstone, a blast of violent heat and searing words rushes forth. A vicious thought--a name that threatens to consume--tries to force its way into your mind. Yet just as suddenly as it came, the gale tears away, escaping down the hall. Your attention returns to the tablet as its glyphs re-etch upon the stone, forming familiar letters and the hint of an ageless, terrible word./ B / R / M / T / S O / E / L / A / H L / I / T / U / R M / O / C / I / M V / A / P / H / K [Right Now] If the Chalk card is not yet in play, search through the item stack and discard pile until you find it and give it to a hero. Then shuffle the discard pile into that stack. [What You Know About the Bad Guys] The traitor has been possessed by an ancient entity that seeks to possess any mortal it encounters, replacing their identities with its own blasphemous name. It seeks to spread its viral consciousness to every explorer in the house, and then across the world. None can say how long the Fiend has been trapped, but it's been held prisoner by the power of its own true name. Its true name lies encrypted upon the mysterious Brimstone Square (shown above), along with the names of untold other spirits and dark gods. The fiend might be locked away once more, but first you'll have to discover the secret of its true name. Throughout the house are hidden six Tomes of Lore. Each can reveal one letter of the Fiend's true name; each instance of a letter is considered a different letter, even if the name contains multiples of the same letter. The fiend knows the danger of the Toems of Lore, though, and seeks to destroy them. He can do soo in the Furnace Room or the Kitchen. Get to the Tomes before the Fiend does. For each Tome destroyed, the mystery of the Fiend's name becomes more elusive. [You Win When...] ...you banish the Fiend by speaking its true name. [How to Learn the Fiend's True Name] You can take a Tome of Lore when you enter a room that contains one. On your turn, you may forgo your movement to attempt a Knowledge roll of 5+ to research the Fiend's true name in the Brimstone Square on the left. Each column corresponds to a letter in the Fiend's five-letter true name, read left to right. If you succeed, you discard the Tome of Lore and the traitor must tell you one letter of the name (any unrevealed letter the traitor desires). If you fail, you may try again on a later turn. You can only carry one Tome of Lore at a time. [How to Banish the Fiend] Once you believe you know the Fiend's true name, the entity's consciousness must still be banished. You must be in the same room the Fiend, or a hero possessed by the Fiend, and speak what you believe to be its true name. You can say a name to one traitor once on your turn, regardless of whether you have revealed all the letters. While the information gained from a subset of the Tomes of Lore might be enough to suggest a name, such daring proves risky. -If you speak the [incorrect] true name to a possessed hero, the Fiend deals you a number of points of mental damage equal to the number of unrevealed letters. If you speak it to the Fiend, you become one of its possessed puppets. -If you speak the [correct] true name to a possessed hero, it ends the possession, frees the dominated hero, and makes the hero immune to future possession. If you speak it to the Fiend, you banish the Fiend. [If You Win...] /You speak the Fiend's true name, the rancid word scarring your tongue like burning rat fat. The entity's flesh-puppet screams in two voices, both its own and a shearing, soulless shriek. The invisible fiend lashes through the air, dragged back to its prison-tomb by your mastery of its name. Yet, even as it's imprisoned once more, the Fiend's name lingers, a scar upon your mind--a scar that seems to whisper./ /Haunt 79/ [The Twins] /A look passes between your two friends, a glance laden with an emotion you can't make sense of. In a moment, a red cord erupts in the space between them, binding them, and slicing through everything else with its core--a flexible black whip filled with pinprick stars. They are like two poles of a magnet; the space between them is filled with crackling force./ [What You Know About the Bad Guys] They have unified into a hybrid being, both halves of a powerful energy connection. Between them, they are trying to create a Seam of energy that might bring this house crashing down. [You Win When...] ...one of the Twins is dead. [Nodes] The Twins are leaving Nodes of energy around the house. You may attempt a Knowledge roll of 5+ to either destroy the Node (giving it back to the Twins) or move one of the Twins up to 5 spaces toward you. [Special Movement Rules] You cannot move or create line of sight through a Node: the passage is blocked from one side of the Node to the other. Note that the Nodes can never separate a room or set of rooms from the rest of the house. [If You Win...] /The force between your two friends, or what were once your friends, thickens and heats as they are brought close. Pressing them together nearly exceeds the limits of your endurance, until they pass a point of no return; shrieking, the two mix and boil, stretching, until they become a column of fire that goes through the floor and ceiling. And then they are gone. /Haunt 80/ [I, Mutant] /You're really light-headed. You thought it was the adrenaline of running around in this spooky house, but no. Something is definitely wrong. Your legs are numb and everything is going... ...you wake up on the floor hours later. Wiping the drool from your chin, you realize your skin has changed texture. Color, too. Surely, you weren't always this shade of periwinkle./ [Right Now] Set up the Turn/Damage track with a plastic clip at twice the number of explorers. You'll use this to keep track of damage to the Research Laboratory. [What You Know About the Bad Guys] You have been betrayed by a scientist of the less-than-sane variety who wishes to make you the subject of some uncanny research. [You Win When...] ...you lower the Turn/Damage track to 0, destroying the Research Laboratory and stopping the traitor's dastardly experiments. [Getting Captured] The traitor has left Electronets around the house to capture you. If you get captured, tip your figure over. On your turn, you may not move or take any action except mutating and dropping an item. At the start of your turn, remove an Electronet from your room. If there are no Eelctronets in your room, you are no longer captured; tip your figure back up. [Mutating] At the end of your turn, you may mutate. To do so, lower any traits by 1 or more, and raise another trait by the total number of points you lowered your traits. Then, for your highest trait (choose among your highest if tied), you gain an additional power for the rest of the game: -[Speed]: You may slip through the cracks in the walls like a slug. You may spend 1 space of movement to pass through a wall to a discovered room on the other side. You may spend 2 spaces of movement to ignore an Electronet in a room you enter. -[Might]: You can lift the very foundations of the house. Once on your turn, you may pick up and rotate the room you are in, matching at least one door. You can't do this if you would separate a room or set of rooms from the rest of the house. -[Sanity]: You see reality in ways others cannot. You may ignore any room text and can control the Mystic Elevator at will. Also, once during your turn, you may attempt a Sanity roll to remove an Electronet from your room for each die that results in a 2. -[Knowledge]: All the secrets are yours to behold. Once on your turn, you may draw an item card. You may only have one of these powers at a time. If your highest valued trait changes by the end of one of your turns, your power changes too. [How to Destroy the Research Laboratory] If you start your turn in the Research Laboratory, instead of moving or attacking, you may smash the lab equipment. Attempt a Might roll. For each die that results in a 2, lower the Turn/Damage track to the next number. [If You Win...] /The laboratory is now in pieces. The scientist drops to a knee, tears streaming down. "My work. My lifetime of work, gone. There's nothing left. No way to start over noww. Here, take it." The scientist holds out the key to the front door. As you leave, you realize you don't have a cure for your newfound condition. The only research has been destroyed. Oh well. As you walk back to the van, you debate the potential merits of pale blue skin with your fellow mutants./ /Haunt 81/ [The Canopic Curse] /You're not sure you would have opened the box like that, but your companion didn't hesitate. Inside was a strange jar, just like the ones you've seen scattered about the house. You heard your friend say, "Of course. Canopic jars. Now to find the right one," and take off running from room to room. You're not sure what is going on, but you /are/ sure that it would be a very bad idea for your friend to "find the right one." You start to head toward one of the rooms where you recall seeing a jar. Then, a strange feeling comes over you... [Right Now] -Take pentagonal item tokens (representing Jars) numbered from 1 to 6. -Put items 1 through 5 face-up in different rooms randomly throughout the house, with no more than two tokens on any floor. Choose unoccupied rooms with item symbols first, then unoccupied rooms with omen symbols, if possible. -Give item 6 to the traitor. [What You Know About the Bad Guys] The traitor has discovered that one of the Jars in the house holds the remains of a great pharaoh which will provide great power to the person who opens it in the Pentagram Chamber. [You Win When...] ...you bring the correct Jar to the Entrance Hall. [You Must Do This on Your Turn] Each hero will be cursed in some way. The traitor will call you into the other room one by one and randomly assign you a Curse as listed in the /Traitor's Tome/. You must obey the rules of the Curse at all times. You cannot tell the other heroes in any way what the nature of your Curse is, nor discuss why you are taking specific actions on your turn. [How to Acquire a Jar] -You may take a Jar from a room at the end of your turn. -You can't move after taking a Jar, but you can give the Jar to another explorer. -You cannot pick up more than one Jar during your turn. -You may drop a Jar at any time during your turn. You can't pick up a Jar you dropped on the same turn. [How to Know Who has the Correct Jar] When all six Jars are collected, the traitor will reveal the Curse under the Mummy. The explorer with the matching Jar token holds the correct Jar. It immediately becomes that explorer's turn. If the explorer is a hero, the explorer must head toward the Entrance Hall. [Special Attack Rules] Explorers may not attack an explorer who holds a Jar until the correct Jar is revealed. After this, they may attack normally. An explorer who is damaged during an attack must succeed at a Might roll of 4+ to continue to hold on to the Jar. If the Jar is dropped, any explorer may pick it up normally. [If You Win...] /As you exit the house with the jar in your hand, you look down to see it disintegrating. The magic that had protected it existed only within the house. Such is the transience of history./ /Haunt 82/ [Get a Clue]