Ashworth Manor Rulebook
Ashworth Manor

Rulebook draft · version 2.4 · 2–4 players · cooperative, with secret agendas

How to Play

Cornelius Ashworth never stopped rebuilding his house, and he never showed anyone the plans. You enter through the Foyer, lay the mansion down one blind-drawn room at a time, and push toward the Last Vigil. Its two side chapels, the Left and Right Vigil, must both be turned on from inside before it will answer, and anybody may turn one off again. The house takes a little of your Sanity every night. With both on, one Action spent inside the Last Vigil ends the game — as long as somebody spends it before Sunday ends. Then each player answers for their own secret objectives.

2–4Players
5 + 5Actions a day
1Action a turn
10Starting Sanity
2Golden Keys to finish
7Days to do it
50Room slots

Chapter I

Overview & winning

Ashworth Manor is a cooperative, tile-based exploration game. You play guests of a dead man, walking into his house through the Foyer and pushing deeper into a mansion nobody has ever mapped. The house is built from room tiles you draw and place as you explore, so no two games share a floor plan.

Two pressures squeeze you the whole way. Your Sanity goes every dawn, and the week runs out: if nobody has ended the game by Sunday night, the house wins. The house itself never runs short: there are more room tiles than slots to fill, more Item cards than places to search, and the Key Cabinet sells keys for as long as you can pay.

Ending the game

The ending takes three rooms, all printed at the back of the house. The Left Vigil and the Right Vigil each sit at the end of a back path behind a Golden Key, and each has an Activate that turns it on or off. The Last Vigil between them is reached from inside the house.

The game ends the moment a player standing in the Last Vigil spends 1 Action on its Activate icon while both the Left and the Right Vigil are on. Nobody else has to be there, and nobody else gets a say. Until both are on, its Activate does nothing.

Who wins

When the game ends, the will is read. Each player checks their own secret Objective cards: what you managed is yours alone, whatever the rest of the party did.

Each player starts with two Objectives (the Cloakroom can add a third, and the Penitent’s Cell can take one away), and every card carries a score from 2 to 5 for how much it asks. When the will is read, add the score of every Objective you completed and subtract the score of every one you did not, and then add 1 for every point of Sanity you have left, as it stands when the Last Vigil is activated. The highest total takes the estate, equal totals share it, and if no total is above 0 the house keeps the lot.

So setup is a wager made twice, and every card you keep is a promise. Two cheap cards are safe. A dear card pays well when you finish it and costs you just as much when you don't, so two dear ones win the house or sink you.

This is where the semi-cooperative tension comes from. Everyone works toward the same room, but a player whose Objectives are done may want to spend that last Action the moment they arrive, whether or not anyone else is ready.

When the house wins

The party has one week. If nobody has ended the game when Sunday ends, the house wins and nobody takes anything.

Nobody is ever lost. A player who sinks to 0 Health or 0 Sanity stays in the game, still holds their Objectives, and still has a share of the will to play for.

Allies of convenience

You work together for as long as it suits you both. Or you work along in public and quietly set up failure for the others. Wherever the design can create a moment that needs cooperation and leaves room for sabotage, it should.

Failure is part of the game

A dead end, a sealed-off wing, a lost party: these are supposed to happen now and then. Think of a run like a game of solitaire. Sometimes it just doesn't come together, and there's always the next game.

Chapter II

The house & its guests

Cornelius Ashworth was a wealthy, reclusive collector who spent the last decades of his life expanding, walling off and re-locking his own home, often overnight and without telling anyone what he'd changed. The house never had a complete floor plan, and it's never the same twice.

His will says his heir can only claim the estate by reaching a sealed room deep inside the house, and gives them a week to do it. It also names, by trade, three people who must go in with the heir. They aren't strangers hired for the occasion. They all knew him.

Locks and keys

Cornelius was obsessive about privacy. Ordinary Iron Keys open the everyday household locks, the routine cost of his paranoia. Golden Keys guard the rooms that held whatever he valued, or feared, most.

The Last Vigil

His sanctum answers to two side chapels at opposite ends of its wall, because he trusted no one, not even his own blood, with a single way in. Two Golden Keys reach them. What's inside is deliberately left out of the rules. The table decides.

The ghosts

The house is not empty. One ghost walks it from the first night, and every player whose Sanity runs low brings more. Ghosts are not players: they hold nothing and take no turns. They drift where the Haunting cards send them, and every room they enter with somebody to hurt feels the act the card names.

Tone

Gothic Victorian, played straight: candlelight, aged wood, portraits, old-world dread. The nature of the haunting is never explained. The horror works better when the explanation stays just out of reach.

Chapter III

Components

ComponentWhat it does
Game boardThe mansion's footprint: 42 Interior slots, 8 grounds slots, the garden paths with their travel markers, and nine printed rooms — the Cloakroom, the Foyer and the Key Cabinet across the front, The Crypt, the Last Vigil, the Left and Right Vigil, the Boiler and the Generator. See The Mansion tab.
Turning HallsFour room tiles that are never drawn: they are placed in B3, J3, C5 and I5 at setup. Passage rooms with a Passive that turns them after every Shift, and two open doors.
Room tilesUniform 7 × 7 cm squares, each with 1–4 doors, at most one per side. Two decks, drawn blind: the Interior deck ( tiles) and the Exterior deck ().
Investigation deck cards. One deck for every search in the house: finds, knowledge, a good share of nothing, and harm. See the Searches tab.
Item decksThe Common Item deck (Common and Uncommon, cards) and the Rare Item deck (Rare and Very Rare, ). See the Items tab.
Haunting deck cards. One is drawn at noon and one at night: thirteen a week.
Objective cards cards. Three are dealt to each player at setup, who keeps two.
Investigator cardsTwelve mini euro cards, printed on both sides: the lore and the starting item on the front, the ability on the back.
Player boardsOne each, with a place for your investigator card and six tracks: Sanity (0–10), Health (0–10), Actions (0–10), Sovereigns (0–20), Iron Keys (0–5) and Golden Keys (0–2). One tracking block on each track.
CalendarPrinted on the board: Monday to Sunday, each with a morning and an afternoon box, and one marker. It moves to the afternoon at noon and on to the next morning at night. It is also the deadline: when Sunday ends, the house wins.
The MansionA box printed on the board beside the Calendar, with a marker for each of four things: Water and Power, On or Off, and the Left Vigil and Right Vigil, also On or Off. Everything starts Off.
The supplyThe bank that Sovereigns and keys come from and go back to. It has no pieces: you count what you hold on your player board.
Stash trayOne shared off-board mat holding whatever the party has stashed.
Starting player markerOne token, held by whoever starts the current day. It passes one seat clockwise every dawn.
Locked tokensOne on every room that has been revealed but not yet opened. It sits on the whole tile, so it goes wherever the tile goes.
Spent tokensFor Investigate and Prayer icons that have been used, which stay used for the rest of the game.
Helper cardsPoker-size reference cards: one per player in their colour, Room Icons on the front and Your Turn on the back, and one A Day at Ashworth for the starting player, with The Shift on its back. See the Helper Cards tab.
Player markersA set of blocks in each player's colour, for claiming Rest, Activate and Peddler icons for the day, and for anything a card tells you to mark.

Chapter IV

Setup

  1. Lay out the mansionPlace the board. Put a locked token on the Last Vigil, which asks for an Iron Key, and on the Left and Right Vigil, which ask for a Golden Key. The Boiler and the Generator stand open. Place the four Turning Halls in B3, J3, C5 and I5, their two doors as the board shows; they stand open too.
  2. Shuffle the decksShuffle the Interior, Exterior, Investigation, Common Item, Rare Item and Haunting decks separately, and place them face down.
  3. Hand out the player boardsOne board and six tracking blocks for each player.
  4. Set the housePut the Calendar marker on Monday morning and set Water, Power and both Vigils to Off in The Mansion box.
  5. Choose investigatorsDeal each player 2 investigator cards at random. Keep 1 and return the other to the box. Take the starting item named on the front, out of the item decks or the supply, and set your Sovereigns to the amount under it. Then put the card on your player board ability side up. Set Sanity to 10, Actions to 5, and both keys to 0. From here on, the rules call you and your investigator a player.
  6. Deal ObjectivesDeal each player 3 Objective cards. They keep 2 in secret and return the third to the box unseen.
  7. Deal starting handsDeal each player 2 cards from the Common Item deck: keep 1, and put the other on the bottom.
  8. Enter the housePlace every player in the Foyer.
  9. Choose a starting playerPick one at random. They take the starting player marker and go first. Play proceeds clockwise.

Chapter V

A day in the house

Everyone shares one clock. A day comes in two halves, a morning and an afternoon, and neither is one long turn per player: each is many short turns going round the table until everyone has used up their Actions. At the end of each half, the house takes a turn of its own.

Your turn

You have up to 5 Actions in the morning and 5 in the afternoon, fewer as your Health dwindles. On your turn, take one Action, then play passes clockwise. Moving is an Action like any other, so every step through the house is a search you didn't make.

ActionCostWhat it does
Move1Go through an open door into an adjacent revealed room, or step onto the next travel marker on a garden path.
Reveal1Draft a room into the empty slot beyond an open door. If a door lines up, step in for free.
Use a room icon1Investigate, Rest, Prayer, Stash, Peddler or Activate, in the room you are standing in. See Chapter VIII.
Open a lock1Unlock a room with a key, and step in for free if you like. See Chapter VII.
Wait1Do nothing and stay where you are. Unlike passing, you are still in the round.

The Actions track

The track runs to 10. At the start of each half you set your marker by your Health, plus 1 while the Power is on (see Chapter X); the boxes above it hold any extra Actions a card or room gives you. Actions never carry over: whatever is left when a half ends is gone, and the track is set again for the next one. Anything that takes Actions away takes them from the half you are in, and never below 0.

Playing a card costs nothing unless it says so. Discarding an item for its effect is free, doesn't end your turn, and can be done as often as you like on your own turn.

The end of your day

  • Once you're out of Actions, you're done for that half and skipped for the rest of the rotation.
  • On your turn you may wait: spend 1 Action doing nothing, and stay in the round. Or you may pass instead of taking an Action. Passing ends your morning or afternoon: it is exactly as if you had run out of Actions, and you take no further part until the next Haunting card is drawn.
  • Using a Rest icon ends your whole day, whatever you have left. Rest in the morning and you give up the afternoon as well.
  • Your day ends in the room where you spent your last Action, or where you ended it. That is the room that counts for anything a card says about ending your day somewhere.
  • When no player has any Actions left in the morning, it is noon: the house draws a Haunting, the starting player may shift the house, the Calendar marker moves to the afternoon, every track goes back to 5, and the afternoon begins with the same starting player.
  • When no player has any Actions left in the afternoon, night falls. See Chapter X.
Going round the table

Only one token tracks turn order: the starting player marker. Whoever holds it takes the day's first turn, then play goes clockwise, round and round, one Action each time. A player with no Actions left is skipped, so the circle gets smaller as the morning or afternoon wears on until nobody can act and the house takes its turn. The marker moves one seat clockwise at dawn, and only then, and it carries two other powers with it: its holder has the final say when a card leaves a choice to the party, and its holder shifts the house at noon and at night.

Chapter VI

Exploring the house

The Reveal Action

Stand in a room with an open door leading to an empty slot, and spend 1 Action to draft a room: draw the top tile of the deck that slot belongs to, the Interior deck for any slot in the house, the Exterior deck for any slot in the grounds.

Placing the room

Place the tile in the slot beyond that door, turned so that the placement is valid: at least one of its doors faces an existing door, a door of a room next to it or a garden path. Turned to face the door you came through, every room is valid, so nothing is ever discarded because it doesn't fit.

  • Step in: you may step into the new room as part of the same Action, through the door you came by. A locked room asks for its key first: spend it and step in, or leave a locked token on it.
  • Valid everywhere: this is the rule for every room placed on the board, by a Reveal, by the Shift or by a card.
  • Doors facing the board's edge or an unmatched neighbour simply don't work.

Garden paths

The board is a grid ten slots wide and seven deep. Its corners and back hold the printed rooms, joined to the house by garden paths printed on the board:

  • The back paths: from A1 and K1 in the top corners out to the Left Vigil and the Right Vigil, across B1–C1 and I1–J1. A short spur drops from each path's first marker into the top of B2 and J2.
  • The side paths: from A4 and K4 down A5–A6 and K5–K6 to the Boiler in A7 and the Generator in K7. A short spur runs from each path's first marker across into the side of B5 and J5.
  • The lawns: from D7 and H7, either side of the Foyer, out across B7–C7 and I7–J7 to the two plant rooms. A short spur rises from each lawn's second marker into the bottom of C6 and I6.

Each path carries travel markers. A marker is a space: stepping onto it is a Move Action, and so is stepping off the path into the room at the far end. A path with 2 markers takes 3 Actions to cross; a path with 1 marker takes 2. Run out of Actions partway across and you stay where you stand, out in the open, and you may still be there when night falls. Out on a path you are in no room at all.

A path works like a long doorway, so the rooms at both ends need a door facing it.

The courtyard

The courtyard sits at the heart of the house, three slots by three: E3 to G5. Its eight grounds slots surround The Crypt, printed in F4. They are revealed from the Exterior deck like any other patch of open air, and no path reaches them: you walk in through a door, the same as anywhere else.

One house

The mansion is one house of 42 Interior slots, not two wings. A card that reaches across the house reaches all of it: any Interior room, any Exterior room, or simply the mansion, which is every room on the board.

The Turning Halls

Four loose tiles stand in fixed places from the start: B3, J3, C5 and I5. They are real room tiles, not board art, because they move. The Shift cannot relocate them. Instead, after every Shift, at noon and at night, each Turning Hall turns a quarter turn clockwise, with anyone inside it. They never go into a deck.

Each has two doors in an L, and neither is locked. They start with their doors as the board shows them: B3 top and left, J3 top and right, C5 left and bottom, I5 right and bottom.

The printed rooms

Nine rooms are printed on the board and never drawn: the Cloakroom, the Foyer and the Key Cabinet across the front of the house, one slot each, with the front door under the Foyer, The Crypt at the heart of the courtyard, the Last Vigil and its Left and Right Vigil across the back of the house, and the Boiler and the Generator in the bottom corners, A7 and K7, where the side paths and the lawns meet. They work like any other room, with the icons and doors printed on them, but they are not room tiles: nothing relocates them. (The Turning Halls are different: see above.) They have room types all the same: the Foyer is Passage, the Cloakroom Storage, the Key Cabinet Commerce, the three Vigils Sacred, the two machines Utility, and The Crypt Sacred, an outdoor room like the courtyard around it, so any card that asks for an Exterior room counts it.

A legible board

You can always see the whole grid, every empty slot and every existing door before you choose. Hidden information lives in the decks, never on the board.

Chapter VII

Doors, locks & requirements

A room tile shows what it takes to get in and what it takes to work. A locked room has every door coloured by the key it asks for, grey for Iron and gold for Golden. Rooms without a coloured door are free to walk into.

RequirementWhere it standsWhat it asks
Iron KeyOn the doorsOne Iron Key, spent once. The room is then open to everybody for the rest of the game.
Golden KeyOn the doorsOne Golden Key, the same way.
LightIn the icon rowDarkness stops you at the door. While the Power is on, every room that needs Light stands open to everybody. Until then you need a card that lets you in, or you may walk in anyway by paying 1 Sanity, every time you do it. That buys the doorway and nothing else: the room is still dark, so the icons after the bulb stay unusable.
PowerIn the icon rowPower does not stop you at the door. Walk in, stand where you like, and find the machine dead: the icons after the bolt work only while the Power is on, or a card says otherwise.
WaterIn the icon rowThe icons after the drop work only while the Water is on.

A requirement holds only what comes after it

Light, Power and Water sit in the icon row with an arrow after them, and they hold only the icons drawn after them. Anything before the requirement works as normal. A room can ask for more than one at once, and then it needs them all.

Locked rooms

A lock belongs to the whole room. One key opens it, from any side, and turning the tile changes where it leads but never what it costs.

  1. Revealing a locked roomPlace it as normal. If you hold the key it asks for, you may spend it at once, as part of the Reveal: the room is open, and if a door lines up you step in for free.
  2. Leaving it shutIf you do not spend the key, put a locked token on the tile. The room is part of the house, but nobody walks into it.
  3. Opening it laterStanding in a room with a door into it, spend 1 Action and the key. Take the locked token off; you may step in for free.

That is all there is to track. A room with a locked token on it is shut; a room without one is open, for everyone, for the rest of the game. A spent key comes off your board. Cards that get you past a lock without a key say so.

Nobody is ever forced to open anything. A locked room nobody opens is simply a wall, and walls are part of the house.

Two requirements, two kinds of stop

Light is a door: no lamp, no entry, unless you spend the Sanity — and that only opens the door, never the room. Power is a switch: the door is open either way, and what you find inside is a machine that does not work. One costs you the room, the other costs you the reason for going.

One pool, two uses

The same Golden Keys open the gold rooms and the Left and Right Vigil. Spend a hard-won key on a tempting side room now, or save it for the ending you know is coming?

The Vigils

Three printed rooms stand across the back of the house. The Last Vigil, three slots wide in E1 to G1, is entered from E2 and G2 below it, through two doors with an Iron Key at each. Beside it stand the Left Vigil in D1 and the Right Vigil in H1, each with one door at the end of a back path and a Golden Key at that door.

The Left and Right Vigil each carry an Activate: turn that Vigil on or off. Spend the Action and move its marker in The Mansion box. Both start Off. Like every Activate it works once a day, and it works both ways, so a Vigil somebody turned on yesterday can be turned off again today by anybody who reaches it.

Walking in is not the ending. The Last Vigil carries one Activate, and the game ends the moment a player standing in it spends 1 Action on it while both Vigils are on. Until then its Activate does nothing, and the Last Vigil is a room like any other. None of the three has a Rest icon, so a player who ends the day there wakes in the Foyer with everyone else.

One player may turn on both Vigils, if they can find two Golden Keys and walk both back paths. It is expensive and slow, and everybody can see it coming on The Mansion box, which is also what makes the lock worth having: the quickest way to stop an ending you don't like is to walk up a back path and turn a Vigil off again.

Who it costs

Turning the first key is a gift to the table: it moves the ending closer for everyone, including whoever is best placed to walk through it. Turning it early with your own Objectives unfinished is how a player loses a game they were winning — and watching somebody else turn one is the clock you cannot stop.

Chapter VIII

Room icons

Rooms print Action icons. Using one costs 1 Action, in the room you are standing in, and each type behaves differently afterwards.

IconCostAfterwardsEffect
Investigate1 ActionUsed up for the whole game. Put a spent token on it.Draw 1 from the Investigation deck and resolve it.
Rest1 Action
+ ends your day
One player per icon per night. Claim it with your marker; markers clear at dawn.You wake in that room instead of at the Foyer.
Prayer1 ActionUsed up for the whole game. Put a spent token on it.Gain 1 Sanity.
Mend1 ActionUsed up for the whole game. Put a spent token on it.Gain 1 Health. The body's Prayer: a bandage, a basin, a quiet hour.
Stash1 ActionNo limit. Anyone, any day.Move any cards between your hand and the shared Stash.
Peddler1 ActionOnce a day per icon. Claim it with your marker; markers clear at dawn.Open the stall. See Chapter XI.
Activate1 ActionOnce a day per icon. Claim it with your marker; markers clear at dawn.Does what the tile says.
PassivefreeWhenever its moment comes.Takes effect by itself, as the tile says: when you enter, rest or search there, at dawn, or all the time.

Reading a room tile

  • Doors are drawn on the edges, coloured if the room is locked.
  • The icon row holds everything the room offers. Each box is one icon: a room with three Investigate boxes is three separate searches, for whoever gets to them.
  • A requirement in the icon row, followed by an arrow, holds every icon after it. See Chapter VII.
  • A second line of icons is simply more of the room: every box on both lines can be used. A requirement printed level with both lines holds both: the Surgery's one Power icon opens all four of its Mend boxes.
  • An arrow down to the rule text ties that text to the icon above it: the text is what happens when that icon is used. A box without an arrow works exactly as the table above says.

Rest

Resting late in the day, when you have little left to spend, is cheap. Resting early is a real sacrifice. Rest does one thing, and it is a big one: you wake in that room instead of back at the Foyer. Resting does not spare your Sanity: everyone loses 1 at dawn, and nothing but a card, or a night in the Master Suite, spares them.

There are no beds in the Foyer. Every bed in the game is out in the house, one player to an icon per night, so the party's forward camp is only ever as deep as the beds it has found, and the last free bed in a room is worth arguing over.

Prayer

A Prayer icon gives you 1 Sanity, and is then spent for the rest of the game. Sanity never goes above 10, so a prayer said at full Sanity is wasted: the house's prayers are few, and the party will want to save them for whoever needs one.

Rest and Prayer don't overlap

Rest holds ground: it is where you wake. Prayer holds your nerve: it gives back a little of what the house has taken, once, and then the candle is out.

Stash

Every Stash icon in the house reaches the same shared pool: deposit at one, collect at any other. Items, Sovereigns and keys all count. There's no mundane explanation. The house just seems to connect these spots. The Foyer always has one, so the party is never without the pool entirely — only ever without one nearby, which is the whole cost of carrying anything anywhere.

Activate

Every Activate icon works once a day, for whichever player reaches it first. Put one of your markers on the icon when you use it; like Rest markers, they all clear at dawn. A room with two Activate icons can be used once a day at each.

Chapter IX

Items

Item cards come out of the two item decks: searches, rooms and stalls tell you which deck to draw from. Keys and Sovereigns are not items. You count them on your player board. They never go into an item deck and don't count against your hand.

Your hand

Three Item cards is the limit. Go over three and you choose what to shed at once: into the Stash if you're standing at one, and otherwise onto the Item discard pile.

Two kinds of item

KindWhat it does
ConsumableWorks anywhere, and does something when you use it or for as long as you hold it.
ToolWorks in a particular place: a named room, a type of room, a stall, or a room with a lock or a requirement. Most tools and the rooms they work in both have to turn up in the same game, and often they won't.

Keeping and discarding

An item stays in your hand and keeps working until something tells you to discard it — its own text, or the text of the room it is used in. A card nothing ever discards is never used up. A discarded item goes to the Item discard pile, which both item decks share.

A tool whose room never turns up is dead weight in your hand, but you can give it to someone who is heading there, and the stalls stock tools as well as goods, so finding the room first turns a lucky match into a shopping trip.

Harmful items

Some items are made to be used on somebody else: to rob them, slow them, frighten them or rewrite their plans. A harmful item wears a red band inside its black frame, the same red that marks a harmful Investigation card. Unlike a Haunting, a harmful item is aimed: you choose when to play it, and at whom, within the reach its text gives. Most reach only a player in your room; the dearer ones reach anywhere in the mansion.

Harmful means a red-framed card of either deck, and anything that answers harm answers both: a Lucky Charm turns aside a harmful item played on you as readily as a harmful card you draw, once, and the Very Rare Hagstone does it for the rest of the game. Neither touches a Haunting: the house is not a card a player plays.

Tiers and prices

Every item sits in one of four tiers, printed in small capitals just above the bottom rule: Common, Uncommon, Rare or Very Rare, with Tool after it when it is one. The back of the card says which deck it belongs in. The coins along the bottom are its price at a Peddler. Items cannot be sold: a card is worth what it does.

TierDeckPrice
CommonCommon Item deck2
UncommonCommon Item deck3
RareRare Item deck4
Very RareRare Item deck5

Chapter X

Hauntings, night & Sanity

Sanity

Everyone starts at 10, which is also the maximum. You lose Sanity to a night without a bed, to Hauntings, and to bad luck while exploring.

Health and Actions

Your Health is your body, as Sanity is your nerve: it starts at 10, which is also the maximum, and it never goes below 0. Your Health decides how long your day is. At the start of every half, set your Actions track to the band your Health is in, and add 1 if the Power is on.

HealthActions each half
6 to 105
1 to 54
03

Health comes back at a Mend icon, which works like a Prayer icon for the body: 1 Action, once a game, gain 1 Health. The Sickroom, the Infirmary, the Surgery, the Healing Spring, the Almonry and the Still Room carry them, and the Apothecary sells Health for Sovereigns. It goes in the house's hazards. Some you walk into, like the Rotten Stair. Some you cannot avoid: the Collapsed Hall hurts everybody the moment it is revealed, the Damp Cellar hurts everyone in it or next door at noon and at night, and the Cold Frames chill everyone out in the courtyard at night.

Sanity and the ghosts

Your Sanity no longer touches your Actions. As it runs low, the house grows more crowded instead.

SanityGhosts you bring
6 to 100
1 to 51
02

When your Sanity drops into a lower band, add a ghost to The Crypt; when it climbs back out, take one off the board (you choose which). A player at 0 Sanity has two ghosts of their own in the house. The player board marks both points with a small ghost: at 5 and at 0. The Health track marks its own steps, at 5 and at 0, with an hourglass.

Nobody leaves the game. At 0 Health or 0 Sanity you keep your items, keys, Sovereigns and Objectives, and you can still search, Rest and pray your way back up. Neither track goes below 0, and a cost in Health or Sanity can only be paid if you have it.

The ghosts

Ghosts are tokens, not players. They hold nothing and take no turns, and they do exactly one thing: they move when the house takes its turn, and they do the act their Haunting card names to whoever, or whatever, they walk in on.

  • Where they start. One ghost is placed in The Crypt at setup. Every player adds one more while their Sanity is 5 or less, and two while it is 0; when their Sanity climbs back, the extra ones leave (the player chooses which). Every ghost enters play in The Crypt.
  • How they move. After every Haunting card, at noon and at night, every ghost moves 3 spaces in a straight line, in the direction of the arrow printed on the card (2 spaces while the Water is on). The arrow may point straight or diagonally across the board: up is toward the Last Vigil, down toward the Foyer. Doors, walls, locks and Light mean nothing to a ghost, and it may pass through a slot that has no room in it yet.
  • What is a space. Any slot of the board grid, or a printed room. The garden paths and their travel markers are not spaces: a ghost cannot stand on one.
  • Where they stop. A ghost that would step into a room that keeps ghosts out (the Lamp Walk while the Power is on) stops where it is and makes no further step this time. A ghost that would step off the board, or into a gap in the grid, goes back to The Crypt and stops there.
  • What they do. Every Haunting card names one act, and the ghosts do it for that Haunting. Whenever a ghost enters a room that holds a valid target, it does the act there, once. A room with no target costs nothing, and a ghost that crosses several rooms in one move acts in each of them: with three steps and a player in two of the rooms, a Wound is dealt twice, once in each room. A ghost cannot target a player or an icon in a Sacred room, the Vigils and the Crypt included: it may pass through one or end its move there, but it acts on nobody and nothing in it. Each ghost does this on its own, so two ghosts entering the same room act twice. Being placed in a room, or being stopped in it, costs nothing: only entering does.
    • Wound: every player in the room loses 1 Health. Serious Wound: every player loses 2 Health.
    • Fright: every player in the room loses 1 Sanity.
    • Rattle: puts a marker, the green block, on every free icon in the room: the ones with no marker and no spent token on them. Those icons cannot be used until the markers clear at dawn. A spent token, the red block, is never touched, and Rattle does nothing in a room with no free icon.
    • Snatch: every player in the room who holds an Item discards 1 Item of their choice.
  • The Shift. A ghost belongs to its slot, not to the tile standing in it. If a room is relocated, the ghost stays where it was.

The Crypt

The Crypt is printed on the board in F4, at the heart of the courtyard, with the eight grounds slots around it. It is a Sacred room, and an Exterior one too (its border is broken by white gaps), with four open doors, one on every side, a Rest icon, and one Passive: resting here costs 1 Sanity. Walking in costs nothing, so the courtyard can be crossed through it, but a night spent among the ghosts is paid for. It is also where every ghost begins, and where a ghost returns when the house throws it off the board.

The Altar

The Altar is an Exterior room, one copy in the Exterior deck, and it turns up in the courtyard like any other patch of ground. It asks for a Golden Key at its doors, and it has a single Activate. The Activate, once a day like any other, is a swap: lose any number of Sovereigns and gain that much Sanity, or lose any number of Sanity and gain that much Sovereigns, one for one. Sanity never goes above 10 or below 0, so you can only pay what you have. It is not Sacred: ghosts can walk in.

No reason to die

Nothing here rewards sinking to 0. A player at low Health has fewer Actions, a player at low Sanity brings ghosts into the house, and both keep every Objective they still have to finish, so they are never better off than a player who is climbing back. The house is a visible, shared enemy: spread out, keep to holy ground, read the arrows, and think twice before leading a ghost into a rival's room. A few items answer ghosts too: the Mourning Veil, Rowan Twig, Holy Water and the Very Rare Spirit Bell.

Hauntings

A Haunting is a card from the Haunting deck. The house draws one at noon and one at night, and each is resolved for the whole party as written. The deck mixes six kinds of card, so a draw is never simply “lose Sanity or don't”.

At noon

When nobody has any Actions left in the morning, draw a Haunting and resolve it. The holder of the starting player marker may shift the house once, and then every Turning Hall turns. Then every ghost moves, the Calendar marker moves to the afternoon, every Actions track is set again by Health (plus 1 while the Power is on) and the afternoon begins, with the same player starting.

When night falls

When nobody has any Actions left in the afternoon, the house takes its turn.

  1. The end of the weekIf it is Sunday, the week is over and the house wins. Nothing more is drawn.
  2. Draw a HauntingDraw one card and resolve it for the party as written. Then every ghost moves, in the directions the card shows.
  3. The ShiftThe holder of the starting player marker may shift the house once. Then every Turning Hall turns a quarter turn clockwise.
  4. Advance the CalendarMove the Calendar marker on to the next day's morning.
  5. DawnEveryone loses 1 Sanity, and everyone who did not Rest is moved to the Foyer, unless a card says otherwise. Rest, Activate and Peddler markers clear, the starting player marker passes one seat clockwise, and every Actions track is set by Health, plus 1 while the Power is on.

So a bed is not Sanity. It is ground held. The party's reach into the house is measured by the furthest room somebody can sleep in, and every morning the people without beds start again at the front door. It also means nobody is ever stuck: a player sealed into a dead end simply wakes up at the door.

The Shift

Cornelius rebuilt this house while nobody was watching and told nobody what he had changed. The habit outlived him. Twice a day, at noon and at night, straight after the Haunting card, the holder of the starting player marker may shift the house once.

The ShiftCostWhat happens
Relocate a room1 SanityTurn one Interior room tile to face another way, or lift it and put it in another empty Interior slot. Either way, it must end up valid: at least one of its doors facing an existing door.
NothingfreeThe house keeps still.
  • A room with somebody standing in it is safe from the Shift. Nobody has the walls moved around them while they sleep.
  • The printed rooms are never relocated, and a room tile that says it cannot be is safe too.
  • The courtyard is solid ground. Exterior rooms are never relocated. Inside, the walls move under you; outside, the ground stays where it was laid. The courtyard is the one part of the map you can plan around, though the Shift can still turn away the Interior door that leads to it.
  • Anything on a relocated tile goes with it: a locked token, a spent token, a marker. Nothing ever leaves the house: once a room is down, it stays somewhere on the board.
It cuts both ways

Relocate a dead end beside a door that needs it and the whole party gains. Relocate the corridor holding the house together and somebody is walking the long way round for two days. Both look identical at the table.

Who the house means

  • Ties are not broken. If two players share the lowest Sanity, or the fullest hand, the card hits both of them.
  • Room types mean the room you are standing in. Out on a path you are in no room at all, and a card that hunts by room type walks straight past you.
  • How long it lasts. A Haunting that lingers lasts until the next Haunting card is drawn. Drawn at noon, that is the afternoon; drawn at night, it is the whole of the next morning.
  • When the party chooses, the table may talk it over, and the starting player has the final say. Choosing nobody is a choice, and the card says what it costs.

Surviving the event

Items that answer a Haunting do exactly what they say, on any card: nothing in the deck is immune. Anything else is recovery after the fact: a prayer, a bed with a rule, a quiet room.

Chapter XI

Sovereigns, trading & the Calendar

Sovereigns are the house's currency, and you count yours on your player board. Whenever the house pays you, move your block up; whenever you spend them, move it down. The coin comes out of the supply and goes back to it. A track stops at its last box: anything that would take you past it is lost.

Keys work the same way, each kind on its own track. They are not a fixed pile that runs dry: they come out of the supply when the house hands one over or the counter sells one, and they go back to it when they are spent. What limits them is not a count in the box but what you can find, sell and afford.

Visiting a Peddler

  1. Open the stallOne player spends 1 Action and marks a Peddler icon. Reveal the stock the tile names, face up: the Common Item cards first, then any Rare ones. A stall carries one to three Peddler icons, so it opens that many times a day: for as many players, or again for one who wants fresh stock for another Action.
  2. Pick in turnThe player who opened the stall picks first, then it goes clockwise round the table to each other player in the room. On your pick, buy as many of the revealed cards as you like at their printed price. Everyone gets one pick. Buying costs no Action: the Action spent opening the stall is what buys first choice. It all happens at once, inside the opener's turn.
  3. CloseDiscard whatever is left unbought onto the Item discard pile. Nothing stays on the tile, and the icon stays marked until dawn.

Items cannot be sold. A stall only sells, and the Key Cabinet does the same. What you do not want you can give to another player in your room, or keep for the day it is wanted.

The Key Cabinet

The Key Cabinet, on the right of the Foyer, is a machine, not a stall: nobody keeps it. It is printed as a Passive, so it is always open, costs no Action and marks nothing. While you are in the Key Cabinet on your turn, you may feed it Sovereigns and take keys from the supply, an Iron Key for 2 Sovereigns and a Golden Key for 5, as many as you can pay for. It does not buy keys back, and it never runs out. No other room in the house sells keys.

Everyone who did not Rest wakes in the Foyer, one door from the Key Cabinet, so a morning at the front door is the natural time to buy the day's keys.

Trading with each other

Players in the same room may freely give each other anything they hold: item cards, keys and Sovereigns alike. To get something to a teammate across the house, use the Stash.

Walking over to someone costs Actions you could have spent searching, so “I'll come to you” is a real favour, and one you can quietly fail to deliver.

Chapter XII

The mansion wakes up

Water and Power are board-wide switches, marked in The Mansion box on the board. Nobody owns them, and whoever flips one flips it for everybody.

SwitchHow it's setWhile it's on
WaterThe Activate in the Boiler, in the bottom-left corner. The same icon turns it off.Every icon behind a Water requirement works, and every ghost moves only 2 spaces a Haunting, not 3.
PowerThe Activate in the Generator, in the bottom-right corner. The same icon turns it off.The Lights are on: every room that needs Light stands open to everybody, every icon behind a Light or Power requirement works, and every player starts each half with 1 extra Action.
Switches run both ways

Neither machine locks on. Anyone who reaches the Boiler or the Generator can shut the house back down, and it is the loudest sabotage in the game: everyone sees the Lights go out. Either switch costs nothing but the Action, which is what makes the walk out there the only thing standing between the house and the dark.

Chapter XIII

Reading the cards

Every room, item and card says what it does in a few words. These are the words, and they mean the same thing wherever they turn up.

On a cardIt means
HereIn the room you are standing in. Every player here includes you unless it says other.
A [type] roomA room of that type: Passage, Storage, Utility, Chamber, Sacred or Commerce. An Exterior room is any room with a broken border (two white gaps on every side), whatever its type, and Interior means any room that is not Exterior.
The mansionEvery room on the board, indoors and out, printed rooms included.
Draft a roomDraw the top tile of the Interior or Exterior deck and place it. A Reveal drafts a room beyond an open door; a card that lets you draft says where the room goes, and costs no Action.
RevealedA room that is on the board, whether or not anybody can reach it.
Entering hereEvery time you step into the room, by any means.
AdjacentAny room in a neighbouring slot, whether or not a door joins them.
Move toPut yourself straight into that room. It is not a Move Action and does not pass through the rooms in between, but the room must let you in exactly as if you walked through its door: never into a room with a locked token, and a room that needs Light, Water or anything else still needs it.
Turn a roomRotate the tile a quarter turn clockwise, in its slot. Anyone inside stays inside and any token stays on it; only the doors move.
Gain ActionsPut them on your Actions track, onto the extra boxes if need be. They last until the end of the half you are in.
Lose ActionsTake them off the half you are in, down to 0.
Gain / Lose SanityNever above 10, never below 0. At 5 or less a ghost joins the house, at 0 a second. A Sanity cost can only be paid if you have it.
Gain / Lose HealthNever above 10, never below 0. Your Health sets your Actions each half: 5 at 6 to 10, 4 at 1 to 5, 3 at 0. A Health cost can only be paid if you have it.
Gain Sovereigns, Gain a KeyMove the block up that many boxes on your player board.
DrawTake the top card of the deck it names into your hand, or resolve it, for an Investigation or Haunting card.
RevealTurn cards face up for the table, as a stall does.
Look atLook privately. Nobody else sees the cards, and you may say whatever you like about them.
Send cardsThey arrive in the other player's hand at once, and they cannot refuse them.
DiscardPut the card on its discard pile. Item cards from both decks go to one shared Item discard pile.
TodayUntil dawn.
Tomorrow morningThe morning half of the next day.
Until the next Haunting card is drawnExactly that: the next card drawn at noon or at night, or by a room.
ImmuneThe card has no effect on you at all.

When a deck runs out

Shuffle its discard pile into a fresh deck. When an item deck runs out, take the cards of its two tiers out of the Item discard pile and shuffle those. When the Interior or Exterior deck runs out, there are no more rooms of that kind to draft.

Ashworth Manor is in development. Nothing here is final: rooms, items and events get added as the game needs them, and every number is a first draft waiting on the table to correct it.