Ashworth Manor Rulebook
Ashworth Manor

Rulebook draft · first pass · 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, a sealed room that takes two Golden Keys to open. The house takes a little of your sanity every night. Whoever reaches the end can finish the game on the spot, and then each player answers for their own secret objective.

2–4Players
6Actions a day
1Action a turn
10Starting sanity
2Golden Keys to finish
42Room 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 drains every night, and the house's resources keep running out: room tiles, item cards and rare keys all deplete over the course of a game.

Ending the game

Getting into the Last Vigil takes two players, each spending a Golden Key at a different door. Nobody opens it alone.

Getting in doesn't win the game on its own. The room prints an Activate icon, and any player standing inside may spend 1 action to trigger it. The game ends immediately. No one else has to be there, and no one else gets a say.

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 holds two objectives, and every card carries a score from 1 to 5 for how much it asks. Complete either one and you keep your place in the will. Add up the scores of the ones you completed: the highest total takes the estate, equal totals share it, and if nobody completed anything the house keeps the lot.

So setup is a wager made twice. Two cheap cards are insurance. One cheap and one dear is a hedge. Two dear ones win the house or leave you with nothing at all.

This is where the semi-cooperative tension comes from. Everyone works toward the same door, but a player who has finished their objective may want to end the game the moment they arrive, whether or not anyone else is ready.

When the house wins

If every player has been removed at 0 sanity before anyone ends the game, the whole party loses.

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. 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 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 needs two Golden Keys, turned by two different hands, because he trusted no one, not even his own blood, to open it alone. That's the shape of the whole game: nobody gets there without help. What's inside is deliberately left out of the rules. The table decides.

Lost to the house

A player at 0 sanity isn't simply out. They're lost to the house, however your group wants to picture that. Whatever they carried stays behind for someone else to find.

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. The Foyer and the Last Vigil are printed on it, surrounded by 42 empty room slots and 7 exterior slots, with printed garden paths and their travel markers. See The Mansion tab.
Room tilesUniform 7 × 7 cm squares. Each has 1–4 doors, at most one per side. Drawn blind, one deck each for the west wing, the east wing and the grounds.
Investigation DeckSearched in ordinary rooms. Item cards, coin from the supply, a healthy share of nothing, and a few traps.
Rare Investigation DeckSearched only in Golden-Key rooms. Better rewards for the harder way in.
Item decksEvery item card, in two decks: the Common Item Deck (common and uncommon) and the Rare Item Deck (rare and very rare). Rooms draw from them and the Peddler sells from them.
Night Event DeckOne card drawn each night. 24 cards in the first pass.
Objective cardsTwenty in the first pass. Three are dealt to each player at setup, who keeps two. See the Objectives tab.
Player boardsPortrait, ability, Sanity track (0–10), Actions track, Prayed marker, Shielded counter.
Game DieA d6 with 3 Skull, 2 Shield and 1 Monster faces. Rolled at a locked door with a Lockpick, and by the Coin Purse.
CalendarDay-of-week tracker, Monday to Sunday, advanced each night.
Mansion FlagsBoard-wide switches: Water Restored and Power Restored, both starting off.
The supplyA face-up bank beside the board: Sovereign cards, spare Keys, and the game's Golden Keys. Coin and keys are taken from here and spent back into it.
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.
Markers“Done” tokens for used icons, and personal markers for claiming Rest icons.

Chapter IV

Setup

  1. Lay out the mansionPlace the board. The Foyer and the Last Vigil are already printed on it.
  2. Shuffle the roomsSort the room tiles into three face-down decks: the west wing, the east wing and the grounds. Each one is drawn from only where it belongs.
  3. Shuffle the decksShuffle the Investigation, Rare Investigation, Common Item, Rare Item and Night Event decks separately.
  4. Set out the supplyPut the Sovereign cards, the spare Keys and the Golden Keys face up beside the board. This is the bank the house pays you from.
  5. Set the houseSet the Calendar to Monday, and both mansion flags, Water Restored and Power Restored, to No.
  6. Choose investigatorsEach player takes a character and their player board. Set Sanity to 10, Actions to 6, Prayed to No and Shielded to 0, then take whatever that character starts with: Silas Crane draws 3 Key cards from the supply.
  7. Deal objectivesDeal each player 3 objective cards. They keep 2 in secret and return the third to the box.
  8. Enter the housePlace every investigator in the Foyer.
  9. Roll for initiativeThe winner takes the starting player marker and goes first. Play proceeds clockwise.

Chapter V

A day in the house

Everyone shares one day/night clock. A day isn't one long turn per player. It's many short turns going round the table until everyone has used up their actions.

Your turn

You have 6 actions a day. 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 explored room, or step onto the next travel marker on a garden path.
Reveal1Draw a room tile and place it beyond an open door. If a door lines up, step in for free.
Use an icon1Investigate, Rest, Prayer, Stash, Peddler or Activate. Some cost extra; see Chapter VIII.

The end of your day

  • Once you're out of actions, you're done for the day and skipped for the rest of the rotation.
  • Using a Rest icon also ends your day, whatever you have left.
  • When no player has any actions left, the Night begins.
  • At dawn the starting player marker passes one seat clockwise, so nobody is always last to act.
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 day wears on until nobody can act and night falls. The marker moves one seat clockwise at dawn, and it carries two other powers with it: its holder chooses when a night event says to choose, and its holder may do the dawn's nightwork (see Chapter IX).

Bending the rule

Abilities, items and night events can add actions, take them away, or limit what you spend them on. The Torn Blueprint makes moving into a Passage room free, and that move doesn't end your turn. Locked In stops you moving at all for a day.

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. Draw the top room tile blind. Every room costs the same flat action to reveal, because every tile is the same size.

Placing the room

Place the tile in the slot beyond that door, in any rotation you like, whether or not any of its printed doors line up with yours. Nothing is ever discarded because it doesn't fit. A room tile only leaves the game when something says so, and one card in the box says so: Imogen Vane's second draw.

  • A door lines up: you may step into the new room as part of the same action. No Move action needed.
  • No door lines up: the room still goes down. It's visible but not reachable from here yet, and may open up later from another side or through an ability.
  • Doors facing the board's edge or an unmatched neighbour simply don't work.

Paths to the grounds

The outside slots aren't next to the house. Garden paths are printed on the board to link them:

  • West and east lawns: from D7 and G7, the slots beside the Foyer, to the bottom outside slot on each side. That slot touches the one above it, and a short path leads on to the top outside slot on that side.
  • The back path: from B1 across the back of the house to the outside slot above the Last Vigil, and on to I1.

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 lawn or a back path (2 markers) takes 3 actions to cross; a short side path (1 marker) takes 2. Each step ends your turn, so you'll stand out on the path while the others play, and maybe still be there when night falls.

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

Imogen Vane

Draws two tiles on every Reveal and places either one. The other goes back on top of the deck, so the next player gets what she left, or into the discard pile, where it is out of the game. Both choices say something about who she is helping.

Wings

The house splits down the middle into a west wing and an east wing of 21 slots each, plus the grounds outside. Each area has its own room deck: when you Reveal, draw from the deck of the area the new slot belongs to.

The west is the family wing, with Chamber and Sacred rooms: rest and prayer. The east is the service wing, with Storage and Utility rooms: loot, water and power. Passage connectors and Commerce stalls go into both, so every wing has corridors and somewhere to trade. That makes the two decks the same size, and leaving the Foyer a choice between recovering and gathering.

Chapter VII

Doors, locks & keys

A room tile's bottom line shows what it takes to get in. Rooms without a requirement are free to walk into.

RequirementOpened byFound
KeyA Key card (used up), a Master Key (reusable), or a lucky Lockpick roll. Silas Crane begins the game with three Keys in hand.The Common Item Deck, and reliably at a Peddler.
Golden KeyOne Golden Key. The whole tile is gold-locked, every door.The Rare Item Deck, some Night Events, and rarely, at a steep price, a Peddler.
WaterThe mansion flag Water Restored, set once in the Boiler Room.See The Mansion remembers.
LanternA Lantern in someone's hand. Some rooms are pitch dark and nobody walks into one without a light. The Lantern is never used up, so it opens every dark room its carrier reaches. A room can ask for two things at once: the Coal Cellar is locked and dark, so it wants a Key and a Lantern.The Rare Item Deck, and the Peddler's rare stock. A single-use Candle is common and does the same job once.

Opening a lock

A locked room is drawn, placed and turned like any other. The lock only matters when somebody wants to walk in.

  1. Walk in with the keySpend the key as part of the Move action that takes you through the door. Opening costs no extra action; what it costs is the key.
  2. The key is goneDiscard the Key card. A Golden Key opens the whole tile at once, since every door on a gold room is locked.
  3. The door stays openFrom that moment the room is open to everyone, for the rest of the game. Leave the spent key on the tile so the table can see which doors have been paid for.

Nobody is ever forced to open a room. A locked room nobody opens is simply a wall, and walls are part of the house. The Master Key is the exception to the second step: it opens a Key-locked room and stays in your hand afterwards.

One pool, two uses

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

Opening the Last Vigil

The Vigil has three doors: one on its top edge, facing the grounds at the back of the house, and one on each side, facing D2 in the west wing and G2 in the east wing. None faces the Foyer. To open it, two different players each spend a Golden Key at two different doors. The third door is leeway: if the room drawn beside one door has no door facing the Vigil, there are still two ways in.

Both keys turn at the same time. Nobody unlocks one door and waits: the two players have to be at their doors together and commit together. Keys can be traded, so it doesn't matter who found them, only who is standing at the doors when it counts.

That makes the Vigil the game's sharpest moment of trust. Your partner can walk all the way to their door and then decide it doesn't suit them yet.

Turning both keys

On your turn, standing at a Vigil door with a Golden Key, name another player standing at a different Vigil door. If they agree, you both spend 1 action and a Golden Key, and the Vigil opens. This counts as their action for the rotation. If they refuse, nothing is spent and your turn ends.

Two by default

Opening the Vigil takes two players. A later item or mechanic may let one player do it alone, but that should always be rare or costly, never a reliable plan.

Target mix

Across the whole house: roughly half of all rooms Key-locked, 10–15% gold-locked, the rest open. Gold rooms always carry above-average Investigate icons to make the key worth spending. Commerce rooms are never locked. Merchants want customers, not gatekeeping.

Chapter VIII

Room icons

Rooms print action icons. Triggering one costs 1 action, but each type behaves differently afterwards.

IconCostAfterwardsEffect
Investigate1 actionUsed up for the whole game. Mark it done.Draw 1 from the Investigation Deck, or the Rare deck in a Golden-Key room.
Rest1 action
+ ends your day
One player per icon per night. Claim it with your marker; markers clear at dawn.You skip tonight's passive sanity drain, and you wake in that room.
Prayer1 action
+ 1 Sovereign
Each icon is used up once triggered.Gain 1 Shielded charge.
Stash1 actionNo limit. Anyone, any day.Move any cards between your hand and the shared Stash.
Peddler1 actionReusable. Stock runs down as it's bought.Reveal the room's stock: so many common cards, and at the better stalls, rare ones too.
Activate1 actionEvery tile prints its own limit: once, twice, or no limit.Printed on the tile. Each one is different.
Entry boonfreeEvery time you enter.A passive printed on the tile. The Kitchen restores 2 actions once the water is on, so walking in pays for itself.

Investigate

Around a quarter of the Investigation Deck is “found nothing”, so searching is always a gamble. The traps live here too, not on a separate hazard icon, because nobody would willingly trigger a hazard. A few great pulls are mixed in for the thrill of it.

Rest

Resting late in the day, when you have little left to spend, is cheap. Resting early is a real sacrifice. Rest does two things at once: you skip tonight's drain, and you wake in that room instead of back at the front door.

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.

The Master Suite is the only room where resting gains ground: +2 sanity on top of skipping the drain. Dr. Eleanor Voss takes 1 sanity from any Rest icon in the house, so a night in a bed leaves her a little better than she was. It costs her the whole day to do it.

Prayer

Each Shielded charge blocks exactly one sanity loss from a Night Event card, Global or Targeted. Charges stack if you pray more than once before taking a hit. The Chapel gives 2 charges for the same donation, and the Bell Tower gives everyone 2 at once.

Five is the ceiling. The track on your player board is all the shelter there is. Charges beyond the fifth are simply not gained, however they were earned, so ring the bell when the party has room for it.

The first time you pray, mark Prayed on your player board. It never goes back, even after your charges are gone.

Rest and Prayer don't overlap

Rest holds the line against the nightly drain. Prayer dodges whatever the house throws at you next.

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.

Activate

For rooms that change other rooms or the house itself. The Boiler Room and the Generator Room switch the water and the power on, and off again. The Reliquary trades a Sovereign for one card drawn at random from the item discards. Outside, the Greenhouse gives 1 sanity a day, the Wishing Well sells you an item card for a Sovereign, and the Mausoleum lets one player keep vigil against the night (see Chapter IX).

Every Activate tile prints how often it works. Most say no limit, a few say once or twice, and a couple add a pace: the Greenhouse gives its sanity once a day, and only one keeper can hold the Mausoleum vigil each night. An action is the cost either way, so a room with no limit is only as repeatable as the party can afford.

The Turning Hall is the one room that rewrites the map. Spend 1 action there to rotate the tile a quarter turn clockwise: its two doors swing to face different neighbours, opening a way that wasn't there and closing one that was. It only ever turns one way, so reaching a particular arrangement can cost two or three actions rather than one. Anyone standing in the room stays in it; only the doors move. It never runs out, so the corridor can be turned as often as anyone is willing to pay for it, by whoever gets there first.

Tool rooms

Nearly every room type has a room whose Activate icon waits on a specific item from the item decks. The Wrench and the Boiler Room came first, and the rest follow it: a Lantern or a single-use Candle for the dark rooms, a Fuse for the Generator Room, Laudanum for the Sickroom, a Bell Rope for the Bell Tower, a Ledger for the Counting House, a Shovel for The Rose Bed, Coal for the Coal Cellar. The Lantern is different again: it is a light rather than a key to one door, so it opens any dark room, and it is never used up. Every other tool is spent on use. What you dig up is free, which is why it is one card rather than an armful.

The Lumber Room and the Coal Cellar go a step further: both are pitch dark, so without a Lantern you cannot even walk in. Drawn without one, either is a dead end on the board, and with two doors each can wall off whatever lies past it. That is the risk of a house that hands out its rooms at random.

Most tool rooms carry no limit on their Activate icon, because the tool is the limit: a Fuse, a Bell Rope, a Shovel or a phial of Laudanum is spent the moment it is used, so the room waits for the next one to be found. The Lantern is the exception. It is never used up, so it opens the Lumber Room and the Coal Cellar for as long as its holder keeps it, which is why the Lumber Room stops after two searches.

Both the tool and its room have to turn up in the same game, and often they won't. That's the point: the house is different every time. Three things keep it from being a dead draw:

  • Tools sell. A tool whose room never appears is still worth Sovereigns at a Peddler.
  • The Peddler stocks tools. Find the room first and you can go shopping for the key to it, which turns a lucky match into a plan.
  • Nothing essential is behind one. The ending only ever needs Golden Keys.

The Crowbar is the exception that proves the pattern: it isn't tied to a room at all. Discard it in any Passage room to open a new door on any side of that tile, which is how a sealed-off wing gets rescued.

Chapter IX

Night

When nobody has any actions left, the house takes its turn.

  1. Draw a Night EventDraw one card and resolve it for the party as written.
  2. Passive drainEvery player loses 1 sanity, except players who Rested today.
  3. Advance the CalendarMove the day tracker forward one day.
  4. DawnEveryone who did not sleep in a bed wakes in the Foyer. Rest markers clear, unbought Peddler stock goes to the bottom of its deck, and the starting player marker passes one seat clockwise. Its new holder may do one piece of nightwork before the day begins.

Where you wake

A player who used a Rest icon, or kept vigil at the Mausoleum, begins the next day in that room. Everyone else wakes in the Foyer, with no memory of walking back.

So a bed is not only 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, because the house does not keep what it has not been asked to keep.

Nightwork

Cornelius rebuilt this house overnight and told nobody what he had changed. The habit outlived him. At dawn, the player taking the starting player marker may do one piece of nightwork.

NightworkCostWhat happens
Turn a roomfreeRotate one room tile a quarter turn clockwise. Anyone inside stays where they are; only the doors move.
Pull a room2 sanityTake one room out of the house. The tile goes to the bottom of the deck it came from, and its slot stands empty, ready to be revealed again another day.
NothingfreeThe house is quiet tonight.
  • The Foyer and the Last Vigil are the house's bones. They are never turned and never pulled.
  • A room with somebody standing in it is safe from both. Being somewhere is how you keep it, and nobody has the walls moved around them while they sleep.
  • Anything marking a pulled tile goes with it: a spent key, a done token, the lot. The room that comes back later is a new room, with its searches unspent.
  • Doors that no longer meet anything stop working, exactly as they do everywhere else in the house.
It cuts both ways

Pull a dead end and you free its slot for something better, which the whole party wants. Pull the corridor holding a wing together and somebody is walking the long way round for two days. Both look identical at the table, and the cure for either is already in the deck: a Crowbar opens a new door in any Passage room, and the Turning Hall turns for anyone who pays the action.

Who the house means

  • Ties are not broken. If two players share the lowest sanity, or the fullest hand, the card hits both.
  • Room types mean the tile you are standing on: Passage, Storage, Utility, Chamber, Sacred, Commerce or Exterior.
  • Out on a path you are in no room at all. A card that hunts by room type walks straight past you, which is one quiet argument for being caught outside at nightfall.
  • Where a card says choose and nobody is named, the choice belongs to the player who starts the coming day. The party may say whatever it likes about it.

Surviving the event

  • Shielded charges each cancel one sanity loss from the card.
  • A Mourning Brooch, or any other counter-item, does exactly what its card says, on any event. No card in the deck is immune.

Keeping vigil at the Mausoleum

The one room that can hold the house back, if someone is willing to stand out there and choose.

  1. Keep vigilStanding in the Mausoleum, spend 1 action on its Activate icon. It does not end your day. Only one player can keep vigil each night.
  2. Draw twoAt night, the keeper draws 2 Night Event cards and reads both, alone.
  3. Choose one, or bury bothReveal one of the two and resolve it as normal, discarding the other face down. Or bury both, unresolved, and lose 2 sanity. Shielded charges and counter-items can't pay that price.
What it costs

An action every day you want it, spent in a gold-locked room out at the edge of the grounds, a long way from anything else you might be doing. Choosing between the two cards is the cheap use. Burying both costs 2 sanity on top of the nightly drain, so a keeper who shuts the house out night after night is lost within a few nights.

Only the keeper knows

The table sees the card that resolves, never the one discarded beside it. The keeper can wave through Whispers in the Wall because it lands on a rival and quietly drop the card that would have cost them, and nobody can check. Two cards means the choice is always theirs to spin.

The deck mixes seven kinds of card, so a draw is never simply “lose sanity or don't”. When it runs out, shuffle the discards into a fresh deck.

No monster on the board

The haunting arrives entirely through the Night Event Deck. Nothing roams the halls, so there's no monster to move or track.

Chapter X

Sanity

Everyone starts at 10, which is also the maximum. You lose sanity to the passive drain every night, to Night Events, and to bad luck while exploring.

At 0 sanity

You're removed from the game, lost to the house. Everything you carried drops in the room where you stood, and any other player can pick it up later.

Chapter XI

Sovereigns, the Peddler & the calendar

Sovereigns are the house's currency. They come out of the supply when a search, a sale or a night hands you coin, and they go back to it through Peddlers, Prayers, the Wishing Well and the Reliquary.

The supply

Sovereign cards are not shuffled into anything. They sit face up beside the board as a bank, along with the spare Keys and the Golden Keys. Whenever the house pays you, whether by selling to a Peddler, digging up coin, or a night that turns generous, take the cards from the supply. Whenever you spend them, they go straight back.

Golden Keys are the exception. The supply holds a fixed number of them for the whole game, and a Golden Key that opens a door is gone for good rather than returned. When the supply is empty, the house has no more to give.

Visiting a Peddler

  1. Open the stallOne player spends 1 action. Draw the room's stock face up: the common cards first, then any rare ones. Both decks carry tools as well as keys and goods.
  2. TradeAnyone in the room, not only the player who opened it, may buy revealed cards at their printed price or sell any item for its value. No further actions needed.
  3. CloseAnything left unbought goes to the bottom of the deck it came from at the end of the day.

What each stall carries

The Peddler travels with two cases, the same two decks the house itself deals from. The Common Item Deck, holding common and uncommon goods, comes out everywhere. The Rare Item Deck, holding rare and very rare, is only opened at the bigger stalls, which is the real reason to wait for the Bazar rather than buy at the first table you find.

The Peddler is a recurring, unsettling traveller who somehow always has a stall set up somewhere in the house. Reginald Ashworth pays 1 less for everything (minimum 1). The Appraiser Loupe adds 1 to every sale, and Peddler's Favor swaps one revealed card.

Opening days

The Calendar starts on Monday and advances every night. Each Commerce room only trades on its printed days. The bigger the stall, the narrower the window, and everything is shut on Sunday. On a closed day the Peddler icon simply doesn't work.

Chapter XII

Trading & the Mansion remembers

Trading

Players in the same room may freely trade the item cards in their hands. 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.

Mansion Flags

Board-wide switches that stay on for everyone once set. Nobody earns them individually, and they're tracked on the board, not on player boards.

FlagHow it's setWhat wakes up
Water RestoredDiscard a Wrench at the Boiler Room, a Golden Key room. The same icon shuts the water off again. Coal in the Coal Cellar switches it on too.The Kitchen's entry boon, the Bathroom's Rest icon and the Wishing Well out in the grounds.
Power RestoredDiscard a Fuse at the Generator Room, a Golden Key room, which prints a second Activate icon that kills the power for nothing but the action. Coal in the Coal Cellar switches it on too.The lights. While the power is on, every player gets +1 action a day.
A template

Water is the first infrastructure line: a fixer room, a consumable item and a family of rooms that wake up. Power Restored is the second, built the same way, and an electrical wing could hang off it later.

Flags run both ways

Neither machine locks on. Anyone who reaches the Boiler Room or the Generator Room can shut the house back down, and it is the loudest sabotage in the game: everyone sees the lights go out, and nobody sees who did it. Closing the valves takes a Wrench either way, but killing the power costs nothing at all, because the fuse has already been burned.

The Coal Cellar

The cellar is the other way in. Discard a lump of Coal there and both machines come on at once, water and power together, whether or not either has ever run. No Wrench, no Fuse, no Golden Key room to get into first.

What it costs instead is three things at the same time: a Key and a Lantern to get through the door, and the Coal itself. Coal is common, so the Peddler sells it, but the door is the hardest in the house that isn't gold.

It only ever switches the house on. Shutting anything down still happens at the machine, which keeps sabotage where it belongs and gives the party one clean way to undo it.

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.