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
Component
What it does
Game board
The 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 Halls
Four 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 tiles
Uniform 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 decks
The 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 cards
Twelve mini euro cards, printed on both sides: the lore and the starting item on the front, the ability on the back.
Player boards
One 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.
Calendar
Printed 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 Mansion
A 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 supply
The 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 tray
One shared off-board mat holding whatever the party has stashed.
Starting player marker
One token, held by whoever starts the current day. It passes one seat clockwise every dawn.
Locked tokens
One 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 tokens
For Investigate and Prayer icons that have been used, which stay used for the rest of the game.
Helper cards
Poker-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 markers
A 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
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.
Shuffle the decksShuffle the Interior, Exterior, Investigation, Common Item, Rare Item and Haunting decks separately, and place them face down.
Hand out the player boardsOne board and six tracking blocks for each player.
Set the housePut the Calendar marker on Monday morning and set Water, Power and both Vigils to Off in The Mansion box.
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.
Deal ObjectivesDeal each player 3 Objective cards. They keep 2 in secret and return the third to the box unseen.
Deal starting handsDeal each player 2 cards from the Common Item deck: keep 1, and put the other on the bottom.
Enter the housePlace every player in the Foyer.
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.
Action
Cost
What it does
Move
1
Go through an open door into an adjacent revealed room, or step onto the next travel marker on a garden path.
Reveal
1
Draft a room into the empty slot beyond an open door. If a door lines up, step in for free.
Use a room icon
1
Investigate, Rest, Prayer, Stash, Peddler or Activate, in the room you are standing in. See Chapter VIII.
Open a lock
1
Unlock a room with a key, and step in for free if you like. See Chapter VII.
Wait
1
Do 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.
Requirement
Where it stands
What it asks
Iron Key
On the doors
One Iron Key, spent once. The room is then open to everybody for the rest of the game.
Golden Key
On the doors
One Golden Key, the same way.
Light
In the icon row
Darkness 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.
Power
In the icon row
Power 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.
Water
In the icon row
The 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.
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.
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.
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.
Icon
Cost
Afterwards
Effect
Investigate
1 Action
Used up for the whole game. Put a spent token on it.
Draw 1 from the Investigation deck and resolve it.
Rest
1 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.
Prayer
1 Action
Used up for the whole game. Put a spent token on it.
Gain 1 Sanity.
Mend
1 Action
Used 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.
Stash
1 Action
No limit. Anyone, any day.
Move any cards between your hand and the shared Stash.
Peddler
1 Action
Once a day per icon. Claim it with your marker; markers clear at dawn.
Open the stall. See Chapter XI.
Activate
1 Action
Once a day per icon. Claim it with your marker; markers clear at dawn.
Does what the tile says.
Passive
free
Whenever 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
Kind
What it does
Consumable
Works anywhere, and does something when you use it or for as long as you hold it.
Tool
Works 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.
Tier
Deck
Price
Common
Common Item deck
2
Uncommon
Common Item deck
3
Rare
Rare Item deck
4
Very Rare
Rare Item deck
5
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.
Health
Actions each half
6 to 10
5
1 to 5
4
0
3
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.
Sanity
Ghosts you bring
6 to 10
0
1 to 5
1
0
2
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.
The end of the weekIf it is Sunday, the week is over and the house wins. Nothing more is drawn.
Draw a HauntingDraw one card and resolve it for the party as written. Then every ghost moves, in the directions the card shows.
The ShiftThe holder of the starting player marker may shift the house once. Then every Turning Hall turns a quarter turn clockwise.
Advance the CalendarMove the Calendar marker on to the next day's morning.
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 Shift
Cost
What happens
Relocate a room
1 Sanity
Turn 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.
Nothing
free
The 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
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.
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.
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.
Switch
How it's set
While it's on
Water
The 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.
Power
The 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 card
It means
Here
In the room you are standing in. Every player here includes you unless it says other.
A [type] room
A 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 mansion
Every room on the board, indoors and out, printed rooms included.
Draft a room
Draw 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.
Revealed
A room that is on the board, whether or not anybody can reach it.
Entering here
Every time you step into the room, by any means.
Adjacent
Any room in a neighbouring slot, whether or not a door joins them.
Move to
Put 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 room
Rotate the tile a quarter turn clockwise, in its slot. Anyone inside stays inside and any token stays on it; only the doors move.
Gain Actions
Put them on your Actions track, onto the extra boxes if need be. They last until the end of the half you are in.
Lose Actions
Take them off the half you are in, down to 0.
Gain / Lose Sanity
Never 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 Health
Never 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 Key
Move the block up that many boxes on your player board.
Draw
Take the top card of the deck it names into your hand, or resolve it, for an Investigation or Haunting card.
Reveal
Turn cards face up for the table, as a stall does.
Look at
Look privately. Nobody else sees the cards, and you may say whatever you like about them.
Send cards
They arrive in the other player's hand at once, and they cannot refuse them.
Discard
Put the card on its discard pile. Item cards from both decks go to one shared Item discard pile.
Today
Until dawn.
Tomorrow morning
The morning half of the next day.
Until the next Haunting card is drawn
Exactly that: the next card drawn at noon or at night, or by a room.
Immune
The 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.
Game board · in development · 7 cm cells
The Mansion
The board is a mansion silhouette: one house around a central spine, the Foyer printed at the front door and the three Vigils printed across the back. Garden paths lead out to the grounds, and the two back paths are the only way to the Left and Right Vigil.
42Interior slots
6Printed rooms
8Grounds slots
6 + 6Paths + spurs
12Travel markers
3Vigils
Layout
Hover a slot to name it. Columns run A–J from the left and rows 1–7 from the top, so the Foyer sits at the bottom of the spine. Every tile on the board sits in the grid, the side grounds and the printed rooms included.
Hover a slot
Cloakroom printedE7, the left of the three rooms across the front of the house, and a Storage room. A Stash, an Activate (draw 2 Objective cards, keep 1 and discard the other), and a door up, one to the side and one into the Foyer.
Foyer printedF7, in the middle, a Passage room. Where everyone starts. At dawn every player loses 1 Sanity, and anyone who did not Rest is moved here. A door up and one to each side; the bottom edge is the front door. No searches, no beds.
Key Cabinet printedG7, the right of the three, a Commerce room. A machine, a Passive that is always open: feed it Sovereigns for an Iron Key at 2 or a Golden Key at 5. A door up, one into the Foyer and one to the side.
The Vigils 3 printedThe Last Vigil, three slots wide in E1 to G1, entered from E2 and G2 through Iron-locked doors. The Left Vigil in D1 and the Right Vigil in H1, each behind a Golden Key at the end of a back path, each with an Activate that turns it on or off. The Last Vigil's Activate ends the game while both are on.
Boiler GroundsPrinted plant, in the bottom-left corner, A7. Two open doors, one onto the west side path and one onto the west lawn. Its Activate turns the Water on, and off again. While it is on, ghosts move 2 spaces, not 3.
Generator GroundsPrinted plant, in the bottom-right corner, K7. Two open doors, one onto the east side path and one onto the east lawn. Its Activate turns the Power and the Lights on, and off again. While it is on, every player starts each half with 1 extra Action.
Interior slot 42The house itself, revealed from the Interior deck. There are no wings: a card that reaches across the house reaches all of it.
Turning Halls 4 tilesPlaced at setup in B3, J3, C5 and I5, doors as the board shows. The Shift cannot relocate them; after every Shift they turn a quarter turn clockwise.
The Calendar on the boardPrinted above the west back path: Monday to Sunday, each with a morning (AM) and an afternoon (PM). The marker moves to PM at noon and on to the next day at night.
The Mansion on the boardPrinted beside the Calendar: Water, Power, the Left Vigil and the Right Vigil, each On or Off.
Grounds slot 8All eight are the courtyard, E3 to G5 around The Crypt. All are revealed from the Exterior deck.
The Crypt printedF4, at the heart of the courtyard. Four open doors, and a Rest icon, and a Passive: ghosts (re)deploy here; resting here, lose 1 Sanity. Every ghost starts here.
Travel marker 12A space on a garden path. Stepping onto one is a Move Action.
Room tiles · 7 × 7 cm · six lines, some of them outdoors
Rooms
Each line is a family that escalates one idea: more doors, more rest, more prayer, a bigger stall. The top room usually wants a Golden Key, and Commerce is the exception because it never locks. A border broken by two white gaps on every side marks a room that lies outdoors: it keeps its line’s colour, and it is drawn from the Exterior deck. Several lines also have rooms whose icons wait on the Water, the Lights or the Power, switched on somewhere else in the house, rather than on a key.
The two decks
Rooms come in six lines, and each line has a few tiles that belong outdoors, marked by a border broken by white gaps. Everything indoors is one deck: the plain-bordered tiles of all six lines shuffle together and fill all 42 slots between them, so nothing guarantees a bedroom on the west side or a boiler on the east. For each line, Tiles is how many are in the deck, Per draw is the chance that any one tile drawn is from it, and Full house is how many you can expect when every slot has been filled. How many of each room is printed sits under its tile below: corridors come thickest, ordinary rooms turn up two or three times, and the room that defines a line — the Reliquary, the Master Suite, the Chapel — is the only one of itself anywhere in the house. The Interior deck holds tiles for 42 slots and the Exterior deck, the dashed tiles, for 8, so more than half the house stays in the box and no two houses are ever built the same.
The six lines
Doors are drawn on the tile as they're printed, in the tile's own orientation, and a locked room has every door coloured by the key it asks for. You rotate the tile when you place it, which decides where it leads. Use the filters to highlight rooms by what they need or what they offer.
Open — walk throughIron KeyGolden Key
Type
Deck
Needs
Offers
What a house ends up holding
Every icon in the two decks, and how many of each reach the table once 42 rooms are dealt indoors and 8 outside. A room printed twice puts its icons in twice, so these are counts of icons rather than of rooms. The last column is what an average game actually contains, which is the number that decides whether a system is a system or a rumour.
What the splits are worth
Every card in the game that names a room type, counted by where it lives. This is the test of whether a division earns its keep: a type nothing ever points at is only a colour on a border, and a type half the box points at is carrying the game. Room effects are counted by design, not by copy, and a card that names two types is counted under both.
Every room, and how often you'll see it
The whole roster in one table. Copies is what the deck holds, Drawn is how many end up in the house on an average game, and Appears is the chance at least one reaches the table at all. Any heading sorts the table, and sorts it back the other way if you click it again. The Interior deck deals 44 of its tiles and the Exterior deck 8 of its , so nothing is ever certain.
One deck means one chance: a room printed once appears in about two games out of five, and the game that does without it is a different house rather than a poorer one.
Item cards · first batch · dealt from two item decks
Items
Held in hand, traded in the same room, passed through the Stash. They come in two kinds: consumables that work anywhere () and tools that work in a particular place (). Every item does something, and none can be sold. Every item also sits in one of four tiers, and the tier decides both which deck it lives in and what it costs. How many of each is printed sits under its card: the staples come thickest, a tool turns up often enough to find but never for certain, and anything that changes a whole game is the only one of itself.
Two decks, four tiers
Items are dealt from two decks, and each deck holds two tiers, with roughly three or four of the lower tier for every one of the higher. The Common Item deck runs to cards, Common against Uncommon; the Rare Item deck to , Rare against Very Rare. cards from designs, so a deck that has been shuffled all week still has something in it you have not seen.
Deck
Tier
Price
Drawn from
Common Item deck
Common
2 Sovereigns
Anything that says Common Item card, and the Common stock at every stall.
Uncommon
3 Sovereigns
Rare Item deck
Rare
4 Sovereigns
Anything that says Rare Item card, and the Rare stock at the stalls that carry it.
Very Rare
5 Sovereigns
The cards
Card text as printed. The kind is how the page sorts them, not something printed on the card. The tier is the colour of the frame, and the coins along the bottom are its price at a Peddler. How items are kept and used is in Chapter IX of the manual.
Tier
Kind
Cards are shown as they print: mini euro, 44 × 68 mm, white face, black frame, the tier above the bottom rule, 10pt throughout.
Every item, and how thick on the ground it is
The whole roster in one table. Copies is what its deck holds, Share is how much of that deck it accounts for, and 1 in is how many cards you would turn over, on average, before one of these came up. Unlike the rooms there is no fixed number of draws in a game — a stall discards whatever it does not sell — so these are the odds of the deck itself rather than of a evening. Any heading sorts.
Investigation deck · first pass · one card a search
Investigations
What turns up when you search a room. The deck is a deck of outcomes: anything you can hold comes from the supply or an item deck, and a good share of the time it reaches into the item decks. Every card does something: an empty search is gone, and what turns up is a find, a piece of knowledge, or something that turns up you. Since nothing can be sold, the deck is also where most of the table's coin comes from.
How a search works
SearchSpend 1 Action at an Investigate icon nobody has used. Draw the top card of the Investigation deck and mark the icon done: a room with three icons is three separate searches, for whoever gets to them.
ResolveDo what the card says. Many finds also pay 1 to 3 Sovereigns on top, which is what the last line of the card says; a harmful card never pays. Coin and keys go on your player board; items come from the Common or Rare Item deck, as the card names.
DiscardThe card goes to the Investigation discard pile.
The red band
A harmful card wears a red band inside its black frame. Everything else in the deck has the black frame alone, and no card carries an icon: the band is the only mark on it. Harmful items wear the same band.
The deck
The number on each card is how many copies are in the deck. Filter by what a search does.
Show
Cards are shown at true size: mini euro, 44 × 68 mm.
Haunting deck · first pass · one card at noon, one at night
Hauntings
The house's turn. Six kinds of card, from direct Sanity loss to a gift with a price on it. Every card does something, and prints the act its ghosts do and an arrow, the direction they move. The act never stacks on the card: a card that takes Sanity never sends Fright, one that takes Items never sends Snatch, and one that locks icons never sends Rattle. Copies of a card carry different arrows. With only thirteen draws in a week, a card that costs the table nothing is a night the house gave away.
The deck
Filter by category. Any card can be stopped by an item that says so. Nothing here is immune.
Cards are shown at true size: mini euro, 44 × 68 mm.
No Haunting matches that search
Characters · first pass · one per player
Investigators
Four the will names, and eight the house already knew. Each is anchored in a different system, arrives carrying the tool of their trade, and has one clean signature ability: easy to remember at the table, and no two competing for the same spotlight. Up to four play in any one game.
12Investigators
2–4Play at once
10Starting Sanity
1Ability each
The party
Cards are shown at true size: mini euro, 44 × 68 mm, printed on both sides.
Player board
One each, 254 × 76 mm, two to a printed sheet, with your investigator card on the left, ability side up, and a tracking block on every track. An underlined number is where you start.
Sanity
Start and max at 10. At 5 or less you bring a ghost into the house, at 0 a second: the two boxes with a ghost on them.
Health
Start and max at 10. It sets your Actions: 5 at 6 to 10, 4 at 1 to 5, 3 at 0. The track is broken into those three groups, and an hourglass marks the 5 and the 0, where you lose an Action.
Actions
Five each morning and five each afternoon, one per turn, and moving counts. The five blue boxes hold extra Actions for that half only. At noon and at dawn you set it again by your Health: 5, 4 or 3, plus 1 while the Power is on.
Sovereigns
Start at the amount on your investigator. Caps at 20.
Iron Keys
Caps at 5.
Golden Keys
Caps at 2.
Room for more
Light and Power
A dark room answers to the generator or to a flame in a hand; a powered machine answers to the generator alone. An investigator who works better in the dark, or who can carry a light for somebody else, has room to exist.
The Calendar
Bending the week: a day bought back, or a stall opened on a day it should be shut.
Objectives
Reading, swapping or scoring them differently, the part of the game nobody at the table can see.
Coin
Income rather than discounts: a Sovereign a day, or a cut of what the party finds.
Objective cards · first pass · dealt 3, keep 2
Objectives
Your own reasons for being in the house, drawn in secret at setup and worth nothing to anybody else. You hold two, and every card carries a score for what it asks of you. A completed card adds its score and a failed one subtracts it, every point of Sanity you have left when the Last Vigil is activated adds 1 more, and the highest total takes the estate.
How they work
Step
What happens
At setup
Each player is dealt 3 objective cards, keeps 2 in secret and returns the third to the box. Two cheap cards are insurance. Two dear ones win the house or leave you with nothing.
During the game
Nobody has to say what they are doing, and nobody has to tell the truth about it either. Some cards let another player look at yours, or let you trade one for a fresh draw; they say how.
When the will is read
The game ends the moment a player standing in the Last Vigil spends an Action on its Activate icon while both the Left and Right Vigil are on. If nobody has ended it when Sunday ends, the house keeps everything. Add the score of every card you completed, subtract the score of every card you did not, and add 1 for every point of Sanity you have left when the Vigil is activated: the highest total takes the estate, equal totals share it, and if no total is above 0 the house keeps everything.
The deck
Filter by what a card asks of you. Duel cards measure you against the others, so two players holding one are in a race nobody else can see.
Cards are shown at true size: mini euro, 44 × 68 mm.
Reference cards · poker size · one set per table
Helper Cards
The rules a player reaches for most, on cards that stay in front of them. Each player takes the reference card in their colour at setup, and the player who starts the day holds A Day at Ashworth. They are poker size, so they never get shuffled into a deck.
5Cards
4Player colours
63 × 88Millimetres
The cards
Each card shown front and back, as printed. The player card comes in and is otherwise the same four times over.
Cards are shown at true size: poker, 63 × 88 mm.
Open threads · what the rules do not answer yet
Unsettled
Everything here is a decision waiting to be made, not a rule. The manual holds the game as it stands; this page is what still has to be settled before it is finished, and where a playtester's opinion is worth the most.
Open threads
Whole systems
Numbers to tune
Rules to settle
Whole systems
Missing pieces. The game can be played around them for now, but never finished without them.
Secret sabotageThe game is built on allies of convenience, and the Objectives decide who wins, but nothing yet rewards a player for quietly wrecking somebody else's week. The openings are all on the board — the switches at the Boiler and the Generator, the Shift, the Mausoleum, the Iron Horseshoe, the last free bed — and a set of personal missions is what would give a player a reason to use them against the table.
Objective cards exist, and a full table takes three each, so twelve are dealt in a four-player game. The scores are first guesses, and no card yet leans on the Calendar or the Shift.
What the decks are worth against each otherEvery count is set — tiles in the Interior deck, in the Exterior, cards in the Common Item deck and in the Rare. What no table can tell us yet is whether they are the right counts: whether a tool turns up before its room, and whether the item decks are a deck or a warehouse.
Sanity in the willA point a Sanity left is worth up to 10, more than any single Objective (2 to 5). Whether that makes everyone hoard Sanity and ignore their cards, and whether Unshaken, Clear-Headed and Devout, which already ask for Sanity, now count it twice.
HealthRooms now heal and hurt it, but no item or Haunting card touches it yet. Whether the unavoidable losses (Collapsed Hall, Damp Cellar, Cold Frames) bite too hard with only seven Mend rooms in the deck.
RestNow that Rest no longer spares your Sanity, whether a bed is worth an Action, and the Crypt's 1 Sanity for a night there (2 with the dawn loss), and whether the Infirmary's daily Mend and the Clock Room's reversed trade are too strong.
Ghost actsMourning Veil, Spirit Bell, Rowan Twig and Holy Water still speak only of Sanity and need rewording once they are.
GhostsWhether one ghost, moving 6 spaces a day from The Crypt in a line, 4 with the Water on, ever meets anybody, or only the player who stands still. Whether +1 Action from the Power makes the Generator the only switch anyone walks to. Whether 3 Actions at 0 Sanity is enough of a penalty now that nothing else is lost, and whether four players at 0 (five ghosts) is a spiral or a stalemate. Whether the Altar's two-way swap is worth a Golden Key and a turn of luck in the Exterior deck.
Counter-itemsFive cards answer the night, each in a different register: the Jet Brooch ignores a card outright, a Sprig of Yew takes the Sanity out of it, Salt Line shelters a whole room, an Iron Horseshoe hands your loss to somebody else, and a Coffin Nail stops the card being drawn at all. What is unproven is the mix.
Numbers to tune
First drafts, every one of them. Only a table settles these.
What a Golden Key costsThe supply never runs dry, so the only brake is money: five Sovereigns at the counter, against an Investigation deck with a single Golden Key in it. Four gold rooms want one each and the Vigil wants two. Whether that price is right is the first thing a full week will say.
5 Actions a half, 10 a dayMoving costs one, so this is also how far anybody reaches between two Hauntings. Against it, the rooms that hand out 2 or 3 Actions at once are worth most of a half.
Sanity 0–10, −1 a night without a bedWhether the track wants to be longer for finer events, and whether the loss should grow as the days pile up.
Relocating a room costs 1 SanityTwice a day, from whoever holds the starting player marker. Whether that is cheap enough to be used, or cheap enough to reshape the house every half-day.
Travel markersA lawn costs 3 Actions to cross, more than half a morning. If the grounds turn out to be somewhere nobody goes, drop a marker from each path.
One weekSeven days at 10 Actions a day: seventy in all. Whether that is tight or generous is the first thing a timed playtest will tell.
Tool countsThree Crowbars, each a lock opened for nothing. Whether that is too many.
Rules that need an answer
Situations that will come up at a table and have no ruling yet.
Who reaches the VigilBoth Vigils are turned on independently, either can be turned off again by anyone who reaches it, and the game waits on one more Action in the Last Vigil. Whether that produces a race up the path, a standoff where nobody turns the first key, or two players in the room each waiting for the other to move.
The Executor as a clockMr. Aldous Pryce walks into the Left and Right Vigil without keys, so he can turn both on, or off, faster than anyone. From the moment the house reaches a back path, the table is playing on his schedule and can see it. Whether the threat is worth more to him held than spent, and whether it makes him the first player everybody else decides to strand.
The Shift and paid roomsA room the party spent a key on can still be relocated, open, to wherever the Shift's holder likes. Only an occupied room, a printed room, the Grand Staircase or a room marked at the Ironmongery is safe.
Revealing across a pathDoes the new tile go down at the far end while you stay where you are, or must you walk the path first?
The night phase orderHaunting, Calendar, dawn. Written as the order to try, not as a decision.
What a starting hand is worthEverybody begins with one Common Item card, drawn two and chosen, and the Sovereigns on their investigator, 0 to 4. Whether it takes the edge off Monday or simply delays it by a day.
Content still to write
Rooms, cards and lines the game has room for and does not have.
What the room types are worthEvery type but Commerce is named by three decks or more; the table on the Rooms tab counts it. The open question is whether the targeting is felt at the table or merely present — a Haunting that hunts Chamber rooms only bites if somebody was in one.
What he fearedThe book says Golden Keys guard the rooms that held whatever Cornelius valued, or feared, most. The valued half is there; nothing in the design yet shows what he feared, or why it would be locked away.
A gaming roomWagers between players belong in a room built for them: a card room in the Chamber line beside the Music Room and the Ballroom, purely about betting against each other.
More investigatorsEighteen exist, a full sheet, and up to four play at once. Untouched hooks: coin as income and Light.
Watching in the first games
Not questions yet. Places where the design is deliberately sharp and might cut too deep.
The opening nightsNo beds in the Foyer, so the dawn loss lands on everyone until somebody finds a bedroom. A sharp start, or a punishing one?
Dr. Voss resting foreverShe nets Sanity every night she spends in a bed, at the cost of her whole day. If that loop proves dull, she tends somebody else instead of herself.
Beds as contested groundOne player to an icon per night. Taking the last bed so a rival wakes at the front door costs one Action and a whole day of theirs.
A targeted card on the first nightTies are not broken, so a card that hunts the lowest Sanity hits everyone who is level. On the first night that is the whole table.
Keys against locksMore than a quarter of the Interior deck needs an Iron Key, so an average house holds about a dozen locked rooms. Four keys sit in the Investigation deck, Silas Crane brings three, and the Locksmith's Counter sells the rest at 2 Sovereigns each. Whether that reads as hard choices or as a house nobody can get into.
Winding the weekThe one Grand Hourglass moves the Calendar a day, forward or back, for whoever carries it into a Vigil. Winding back buys the table a day; winding forward burns one, and a party that wants either has to decide who is trusted to stand at the clock.
Coin loopsNothing can be sold now, so coin comes from the Investigation deck, a few rooms and each investigator's purse. The Appraiser Loupe adds a Sovereign to every paying card, and the Counting House pays for each item you hold. Whether a week of searching leaves the table rich or still short is the number the next test should count.
The chaotic cardsSprung Trap turns the room you are standing in, which may open a way as easily as close one. That is on purpose: the red frame promises trouble, not always the same trouble.
Change history · 1.0 to 2.16
Changelog
What has changed in the house, newest first. Every other page describes the game as it stands today; this is the only one that remembers what it used to be.
To print for the next test
Temporary. Every tile and card that is new or changed since the last print run, so the next test only reprints what it must. Anything not listed stays as printed. Cleared once it has been printed.
Health in the house
New tiles: Infirmary, The Surgery, Damp Cellar (Utility 2), Apothecary (Commerce), Healing Spring, Cold Frames (Exterior), The Almonry (Sacred), Collapsed Hall, Rotten Stair ×2 (Passage 2)
Reprinted tiles: The Sickroom (a bed and a Mend icon), Still Room (Mend and Stash), The Rat Larder, Smoking Room, The Graveyard
Helper cards: Room Icons ×4, with the Mend row and "Open the stall. Once a day"; The Ghosts reworded, with the five ghost acts on its back, and Health and Sanity a card of its own, with Room Types on its back
Haunting cards: all 36, each with its act beside the arrow ("Ghosts: Wound")
Outdoor tiles: all 17 Exterior tiles are reprinted in their new line colour with a dashed border (Passage: Lamp Walk, Cloister, Hedge Maze; Storage: Garden Shed, Carriage House; Utility: Greenhouse, Wishing Well, Fountain, Healing Spring, Boathouse; Chamber: Rose Bed, Dovecote, Cold Frames; Sacred: Graveyard, Mausoleum, The Altar; Commerce: Gate Lodge)
The board: The Crypt's border is Sacred gold with two white breaks on each side
New tiles: Penitent’s Cell and Tithe Room (Sacred sheet)
Reprinted tiles: Baptistry, The Ossuary, Ironmongery, Keysmith's Bench, The Rat Larder, Rotten Stair ×2, Clock Room, Infirmary, Telephone Room, The Workshop, The Master Suite, and the seven stalls with more than one Peddler icon (Emporium ×2, General Store ×2, Grand Bazaar, Trading Post ×2)
The board: the Foyer's text now says everyone loses 1 Sanity at dawn, and The Crypt says 1 Sanity, not 2, for a night there
Objective cards: Well Provisioned ("You hold 3 Item cards") and The Whole Set ("You hold 3 tools"), reprinted for the new hand limit
The board: the Cloakroom gains an Activate ("Draw 2 Objective cards, keep 1 and discard the other"), next to its Stash
Health
Player boards ×4, now 254 × 76 mm and two to a sheet (Player Boards 1 and 2): a Health track between Sanity and Actions; both tracks broken into their bands, a small ghost on Sanity 5 and 0, and an hourglass on Health 5 and 0; no red 0 boxes
Helper cards: A Day at Ashworth ("3 to 5 Actions (Health), +1 Power"), The Ghosts (one ghost at 5 Sanity or less, two at 0), and the back is now Health and Sanity
New rooms 9
Passage (sheet 1, where the lone Turning Hall was): The Paternoster
Sacred: Votive Room, Organ Loft, Baptistry
Exterior: Fountain, The Lamp Walk, Boathouse
Utility 2: Telephone Room, Scullery
Kitchen ×2: "Once a day, entering here: gain 2 Actions"
Sheets: the fourth Turning Hall now sits on Passage 2 with the other three; Ironmongery and the second Wine Cellar are on the Storage sheet, and Storage 2 is gone. Backs as before
The front of the house
The board: the Foyer is three rooms now, the Cloakroom (E7), the Foyer (F7) and the Key Cabinet (G7), each with a door up and one to each side
Storage sheet: take the two Cloakroom tiles out of the Interior deck and do not reprint them
The nightly drain is gone: reprint Coal ×3, the Furnace Room tile, the A Warm Room Haunting card and the helper card A Day at Ashworth
Objectives
Unshaken now reads "You end the game with 10 Sanity". Whole of Mind leaves the deck: take it out and do not reprint it (30 cards now)
The switches
The board: the Boiler and the Generator each get a line of rules (Water on: ghosts move 2, not 3; Power on: everyone gains 1 Action each half)
Helper cards: A Day at Ashworth says "+1 with Power"; The Ghosts says 3 spaces, 2 with the Water on
Ghosts and Sanity
Haunting cards, all 36: each gets "Ghosts" and one arrow at the foot, the ghosts' direction, always in the same place. The Dead Stir is reworded
The board: The Crypt in F4, at the heart of the courtyard, with a Rest icon and "Ghosts (re)deploy here. Resting here: lose 2 Sanity", and F2 an ordinary Interior slot again
Room tile: The Altar, now an Exterior tile on the Exterior sheet (an Activate icon, four doors behind a Golden Key): swap Sovereigns for Sanity, or Sanity for Sovereigns, one for one
Helper cards: A Day at Ashworth, and the Ghost sheet is now The Ghosts / Sanity and Actions
Items: Mourning Veil, Holy Water, Spirit Bell. Investigation: Restless Dead. Objectives: Last One Standing, None Left Behind. Investigator: Madame Sorrel (back)
Stalls, no more opening days
Reprint without days: Emporium (×2 now), Grand Bazaar, Market Stall (×2), Trading Post (×2, now with an L of doors, left and bottom), and The Gate Lodge on the Exterior sheet
New tiles: General Store ×2 (Reveal 2 Common Item cards), Curiosity Shop (Reveal 2 Rare Item cards)
The board
Reprint the board. The Boiler and the Generator lose their Iron-locked doors, and the Foyer's counter no longer buys: it only sells keys. The Altar is no longer printed on it
Room tiles 5
Turning Hall ×4: both doors open, not Iron-locked (one on the Passage sheet, three on Passage 2)
The Pawnbroker: lose 2 Sovereigns, take any card from the Item discard pile
Item cards 1
Appraiser Loupe (Very Rare): when an Investigation card gives you Sovereigns, gain 1 more
Investigation cards 36
Each now ends with a Gain line. Reprint 3 Sovereigns: Ornate Chest, Locked Cabinet, The Plans. 2 Sovereigns: Family Portrait, Old Map ×2, A Way Through ×2, Remembrance ×2, Hidden Lever ×2, Servant's Trail, Servant's Notes, A Codicil. 1 Sovereign: Hidden Drawer ×5, Loose Panel ×3, Pawn Ticket ×2, Rag and Bone, Moment's Quiet, Fresh Air, Consecration, Fuse Box ×2, Water Valve ×2, Misfiled ×2, Pocketed
Take out of the deck and do not reprint: Loose Change ×3, Coin Bag ×2, Strongbox. The deck is 64 cards
Versions
2.16
Health in the house
A new icon, Mend: the body's Prayer. 1 Action, once a game, gain 1 Health. It is on the Room Icons card under Prayer.
Rooms that heal: the Sickroom becomes a bed and a Mend icon; the Still Room adds a Mend to its Stash; new are the Infirmary (a ward behind an Iron Key: two beds and two Mend icons), the Surgery (behind a Golden Key, one Power icon holding two lines of two Mend icons: four Mend while the Power is on, the first room with a second line of icons), the Healing Spring (two behind the Water), the Almonry (a Prayer and a Mend) and the Apothecary (2 Sovereigns for 2 Health).
Rooms that hurt, and not only when you choose to walk in: the Rotten Stair ×2 costs 1 Health to enter; the Collapsed Hall takes 1 Health from every player when it is revealed; the Damp Cellar takes 1 from everyone in it or next door at noon and at night; the Cold Frames take 1 from everyone in the courtyard at night.
Ghost acts, on the helper cards: a ghost no longer only takes Sanity. The Ghosts card lists five acts on its back: Wound (lose 1 Health), Serious Wound (lose 2 Health), Fright (lose 1 Sanity), Rattle (a disable token on every available icon in the room) and Snatch (discard 1 Item of your choice). Each Haunting card will name the act. A ghost acts in every room it enters that holds a valid target, so a ghost crossing two rooms with players in them wounds twice. Rattle puts markers, the green blocks that clear at dawn, on free icons. Health and Sanity moves to a card of its own. All 36 Haunting cards print the act beside the arrow, as Ghosts: Wound, and never one that stacks on the card's own effect: a card that costs Sanity does not send Fright, one that takes Items does not send Snatch, one that locks icons does not send Rattle. The helper cards now centre their text below the dashed line, and a new Room Types card (on the back of Health and Sanity) names each border colour. No card mentions a grid square: the board is not marked, so The Ghosts card says only "The Crypt".
Outdoors is a broken border, not a line. The Exterior line is gone: its 17 tiles now belong to the six lines (Passage, Storage, Utility, Chamber, Sacred, Commerce), keep that line’s colour, and are told apart by two white breaks on every edge. They are still the Exterior deck and still Exterior rooms for every card that asks. The Crypt is a Sacred room now. The Room Types card names the dashed edge, “Outdoors”, in place of Exterior.
Sacred rooms no longer stop ghosts, they shelter from them. Ghosts were stalling at every Sacred room and at the Vigils, so their movement kept being cut short. A ghost now passes through or ends its move in a Sacred room freely, but cannot target a player or an icon there, so none of the five acts touches it. Only a room that says it keeps ghosts out, the Lamp Walk with the Power on, stops one.
Resting no longer spares your Sanity. Everyone loses 1 Sanity at dawn, in a bed or not. Rest now decides only where you wake: in that room, or in the Foyer. The Master Suite is the exception: all three of its beds spare the sleeper. The Foyer, A Day at Ashworth and the Rest and Dawn rules say so.
Stalls carry one to three Peddler icons. More people can buy each day, or one player can pay another Action to refresh the stock. The more a stall stocks of cheap goods, the more icons it has: Trading Post (3 Common cards) three; General Store (2 Common), Emporium (2 Common, 1 Rare) and Grand Bazaar (3 Rare) two; Market Stall (1 Common) and Curiosity Shop (2 Rare) one. Rare stock is dear, so it opens less often.
Room tuning.Ironmongery now stops the next Shift relocating any room, with no marker to place, and the vocabulary row for marking a room is gone. Keysmith's Bench takes 2 Item cards for 1 Iron Key. The Rat Larder and the Rotten Stair take 2 Health. The Clock Room is reversed: another player of your choice loses any number of Actions and you gain that many. The Infirmary has one bed and two Mend icons, and one of them comes back every day. The Baptistry shares its Prayer: another player in the room also gains 1 Sanity. The Ossuary costs 2 Sovereigns, not 1. A night in the Crypt costs 1 Sanity, not 2. The Telephone Room reads "Trade Item cards, keys and Sovereigns with any one player, wherever they are". The Workshop asks for 2 Items, not 3.
A new room, the Tithe Room: the Votive Room reversed. Gain 1 Sovereign, and another player of your choice loses 1 Sanity.
The deck panels on the Rooms tab now show each line’s share of its deck beside the count (the chance that any one tile drawn is from it), the number to expect once every slot is filled, and the same for a tile that waits on the Water, the Lights or the Power. The intro no longer mentions tool rooms, which waited on an item and no longer exist, and the Interior deck is 42 slots, not 44.
The hand limit is three Item cards, not five. Going over still makes you shed at once, into the Stash or onto the discard pile. Well Provisioned now asks for 3 Item cards and The Whole Set for 3 tools. Both keep their scores, and with a smaller hand a full one is easier to reach.
The Penitent’s Cell lets you drop an Objective. A Sacred room behind a Golden Key, with a Prayer and an Activate: lose 1 Sanity, discard 1 Objective card. A failed Objective costs its score, 2 to 5, and a point of Sanity is worth 1, so it pays for a player who is failing and not for one who is winning.
The Cloakroom keeps your Objectives open. It gains an Activate beside its Stash: draw 2 Objective cards, keep 1 and discard the other. The kept card is a third Objective, so it can score, or cost, a whole card more. Like any Activate it is once a day, for 1 Action.
Old rooms that were really about the body: the Rat Larder bites (Health, not Sanity), the Smoking Room calms you but costs 1 Health, and digging in the Graveyard costs 2 Health and 2 Sanity instead of 4 Sanity.
2.15
Health
A Health track. Every player has Health as well as Sanity, 0 to 10, starting at 10. Health is the body; Sanity is the nerve. The player board gets a third row.
Health sets your Actions. 6 to 10 Health: 5 Actions a half. 1 to 5: 4. 0: 3. The steps fall at 5 and 0, the same as the ghosts on the Sanity track. The Power still adds 1.
Sanity brings the ghosts. It no longer touches your Actions. At 5 Sanity or less you add a ghost to the house, and at 0 a second: up to two ghosts per player, on top of the one that starts in the Crypt.
Nothing deals or heals Health yet; the rooms, items and Haunting cards that do are the next step.
2.14
More of the house wants the switches
Nine new rooms, seven of them behind the Water or the Power, which turned up too rarely in testing to matter. Passage: The Paternoster (Power: move to any revealed room in the same column). Sacred: the Baptistry (a Prayer behind the Water that is not used up: once a day for as long as the Water runs), the Organ Loft (Power: everyone in a Sacred room gains 1 Sanity) and the Votive Room (pay 1 Sovereign so another player gains 1 Sanity). Exterior: the Fountain (Water: everyone in it gains 1 Sanity), the Boathouse (one door; Water: move to any other Exterior room, which is also the way out) and the Lamp Walk (Power: ghosts cannot enter). Utility: the Telephone Room (Power: trade with one player anywhere) and the Scullery (a Stash behind the Water).
The Kitchen gives its 2 Actions once a day. Walking in and out of it was a free loop of Actions.
A room can keep ghosts out. A ghost that would step into the Lamp Walk while the Power is on stops, as at a Sacred room.
2.13
The front of the house
The Crypt has a bed, and it is a poor one. It gains a Rest icon, and the 2 Sanity moves from walking in to resting there: entering costs nothing, a night spent in the ghosts' house costs 2. You wake in the middle of the board instead of at the Foyer, and you skip the 1 Sanity of a night without a bed.
The Foyer is three rooms. The Cloakroom (left, E7), the Foyer (middle, F7) and the Key Cabinet (right, G7), one slot each, with a door up to the interior room above and a door on each side. The Foyer keeps the dawn rule and the front door; the Key Cabinet keeps the keys at the old prices.
The Cloakroom is a printed room. It leaves the Storage line, so the two Cloakroom tiles come out of the Interior deck and the house is two tiles smaller. Its Stash is the one at the front door now.
The nightly drain is gone. A player who did not Rest loses 1 Sanity at dawn and is moved to the Foyer, as printed on the tile, and that is the only loss. A Rest icon now keeps your Sanity as well as your bed. Coal, the Furnace Room and A Warm Room now spare the loss at dawn instead of the old drain.
The Key Cabinet is a machine, not a stall. It stays a Passive: always open, no Action, and you feed it Sovereigns for keys at the old prices. Nobody keeps it, so a Shuttered Haunting does not touch it.
2.12
Sanity counts
One Objective goes, one asks for more.Whole of Mind (7 or more Sanity) is removed, now that Sanity scores on its own. Unshaken asks for a full 10 Sanity and stays at the top score, 5. The deck is 30 Objectives.
Sanity scores. When the Last Vigil is activated, every point of Sanity you have left adds 1 to your total, on top of your Objectives. A player at 10 Sanity takes 10 points to the reading before a single card is checked. It only counts when the Vigil ends the game: if Sunday ends first, the house keeps the lot as before.
2.11
The ghosts' house in the middle
The Wake is renamed The Crypt and moves to F4, the heart of the courtyard where the Ritual Chamber stood, so the ghosts start in the middle of the board. It has four open doors. F2 is an ordinary Interior slot again, and the Interior count goes back to 42.
The Ritual Chamber is an Exterior room now, and is called The Altar: one tile in the Exterior deck instead of a printed room. It keeps its Golden Key and four doors, loses its Rest icon, and its Activate swaps Sovereigns and Sanity in either direction, one for one. It is no longer Sacred, so ghosts can enter it.
2.10
What the switches give
The Generator gives everyone an Action. While the Power is on, every player starts each half with 1 extra Action, 6, 5 or 4 instead of 5, 4 or 3. Turn it off before a half starts and the table loses it.
The Boiler slows the ghosts. Ghosts now move 3 spaces a Haunting, in a straight line, in the direction of the one arrow printed on every Haunting card. While the Water is on they move only 2.
Each switch now has a reason to be walked to, and a reason for somebody to walk back and turn it off.
2.9
Nobody is lost
Nobody dies any more. At 0 Sanity you keep your items, keys, Sovereigns and Objectives and stay in the game. Players were choosing to die to win as ghosts; there is no ghost to become now, so there is nothing to win by dying.
Sanity sets your Actions. 6 to 10 Sanity: 5 Actions a half. 3 to 5: 4. 1 or 2: 3. At 0: still 3, but a ghost joins the house.
Neutral ghosts. One ghost starts in The Wake, a new printed room in F2, and one more arrives for every player at 0 Sanity. After each Haunting card every ghost moves 2 spaces in the directions the card shows, through walls, into slots with no room yet, never into a Sacred room and never onto a garden path; off the board sends it back to The Wake. Entering a room costs everybody in it 1 Sanity, per ghost. That is all a ghost does: the Chill, Rattle, Fright and Drift of player ghosts are gone.
The Wake. Passage, two open doors left and right, and a Passive: entering here, lose 2 Sanity. It also shortens the way between E2 and G2, for a price.
The Ritual Chamber now pays Sanity for Sovereigns: lose any number of Sovereigns, gain that much Sanity. It no longer revives anyone, since nobody is lost.
Every Haunting card prints two arrows. The Dead Stir makes every ghost repeat its move. Restless Dead (Investigation) sends every ghost to the room.
Objectives:Last One Standing asks you to be the only player with 5 or more Sanity; None Left Behind asks every player to end with 1 or more Sanity.
Chapters are named and linked. The contents on the left of the manual say which chapter each section is, and every "see Chapter" in the text is a link that takes you there, even from another tab.
Stalls open every day. The opening-days table and the days on every Peddler tile are gone: a stall simply reveals the stock its tile names. Commerce is drawn more often to match: the Emporium, Market Stall and Trading Post are printed twice (the Trading Post now has its doors on the left and bottom), and two new stalls join, the General Store ×2 (2 Common cards) and the Curiosity Shop (2 Rare cards).
Items against ghosts read as "lose Sanity" now: Mourning Veil, Spirit Bell; Holy Water sends a ghost to The Wake; the Iron Horseshoe passes it to "another player", not "another living player". Madame Sorrel cannot be made to lose Sanity by a ghost.
2.8
After the second playtest
Items cannot be sold. An item is worth what it does. No Peddler and not the Foyer's counter buys any more, and the tier table loses its "sells for" column. The Pawnbroker now lets you pay 2 Sovereigns for any card in the Item discard pile, and the Appraiser Loupe adds 1 Sovereign to every Investigation card that pays you.
Investigation cards pay. Thirty-six of the 64 cards now end with 1, 2 or 3 Sovereigns on top of what they already did, and 3 is rare: Ornate Chest, Locked Cabinet and The Plans. The weakest cards, the ones that only tell you something, pay the most; the cards that already hand you a key, a Rare item or 2 Actions pay nothing, and no harmful card ever pays. Loose Change ×3, Coin Bag ×2 and Strongbox leave the deck, because they did nothing else.
The Boiler, the Generator and the Turning Halls stand open. Their doors lose the Iron Key, and the setup no longer puts locked tokens on them. The walk to the corners is the whole price of the switch.
The Ritual Chamber has a Rest icon. A living player can spend the night there, behind a Golden Key and where no ghost can enter.
2.7
The investigators, again
Investigators
Six new investigators, four of them for the hooks nobody held: Madame Sorrel, Medium (ghosts cannot touch her, and she can wake a ghost from any Sacred room); Mr. Cobb, Engineer (the Water or the Power from any Utility room, once a day); Miss Hartley, Clockmaker (once a game, the Calendar stands still); Kit Marlow, Cutpurse (a Sovereign or an item from a player in the room, once a day). Then two more to fill the sheet: Mrs. Penhallow, Housekeeper (moving from one Passage room into another costs her nothing) and Mr. Wren, Notary's Clerk (keeps all 3 Objectives he is dealt, a wager now that a failed card costs its score). Eighteen in all.
Room tiles tidied. The Linen Press lasts until tomorrow; the Mausoleum reads "draw 2 Haunting cards and resolve them. Neither affects you"; the Secret Passage goes only to revealed Passage rooms; the Dovecote and Speaking Tube send Item cards, not Objectives; the Gate Lodge trades every day; and The Rite, the Kitchen, the Reliquary and The Deadfall read more cleanly. The Grand Bazaar is spelled right at last.
Objectives retuned.The Dark Below scores 3, not 5: the Water and the Power both start off. Collector scores 3 now that there are nine Very Rare cards. Small Economies asks for 4 Sovereigns, since some investigators now start with 3 or 4, and Cartographer for 34 Interior rooms, in step with the 42 slots. A new card, None Left Behind (4), asks that no player be a ghost when the game ends.
One mark for harm. Harmful Investigation cards now wear the same red band inside a black frame as harmful items, instead of an all-red frame.
The Dead Stir, a new Haunting in place of the third Cold Spot: every ghost has 2 extra Actions until the next Haunting, or every player loses 1 Sanity if nobody has been lost. Blackout, Dry Pipes and the Investigation card Lights Out now turn the Power or Water off, like everything else, and A Gift? loses its stray space.
Ten more Investigation cards.Fuse Box ×2 and Water Valve ×2 (you may turn the Power, or the Water, on or off) and Hidden Lever ×2 (turn the room you are searching any way you like, ending valid) are finds; Restless Dead (every ghost may move to your room) and Cold Draught ×2 (lose 1 Action and 1 Sanity) are harmful, and Watched gets a second copy. The deck holds 70 cards, 12 of them harmful.
Six Investigation cards reworded to match the rules: The Plans places each room validly, Servant's Trail never leads into a locked room, Sprung Trap turns the room (and leaves the courtyard alone), Locked Cabinet spends its Iron Key, and Light Fingers and Remembrance read more cleanly.
Very Rare means it lasts. The Metal Detector and the Appraiser Loupe move up to Very Rare, one copy each, so every item that works for the rest of the game is Very Rare. The Coin Purse, which did the same at Uncommon, becomes a one-off tool: discard it at a Peddler to take one revealed Item card for free.
Items against ghosts.Mourning Veil ×2 and Rowan Twig ×2 (Common) turn aside a Chill or a Fright, or keep ghosts out of a room until the next Haunting; the Scrubbing Brush undoes a Rattle and Holy Water sends a ghost to the Foyer (Uncommon); the Spirit Bell (Very Rare) shields everyone in your room for as long as you hold it.
More sabotage. Every harmful item gets one more copy: Pickpocket and Candle Snuffer ×3, Moth Jar, Penny Dreadful, Poison Pen, Hemlock and Forged Will ×2.
Three items reworded: the Crowbar opens a lock, the Fuse gives one room Power until the end of the day, and the Iron Horseshoe passes Sanity loss only to a living player.
Items lose their coloured frames. Every item now has a plain black frame, and its tier is printed in small capitals above the bottom rule: COMMON, UNCOMMON, RARE or VERY RARE, with TOOL after it for tools. The back already says which deck it belongs in. Harmful items keep their red band.
Every investigator brings their own purse. The front of each card now names a starting amount of Sovereigns under the starting item, from none (Mr. Aldous Pryce, Kit Marlow) to 4 (Miss Hartley), weighed against the item and the ability. The flat 2 Sovereigns for everyone is gone.
A failed Objective costs you. When the will is read, every Objective you completed adds its score and every one you did not subtracts it. The highest total takes the estate, and if no total is above 0 the house keeps the lot. A dear card is now a real gamble.
Ada Thorne moves between any revealed Exterior room and any travel marker, once a day, now that the grounds are all one courtyard.
Tobias Hobb turns his room any way he likes, under the Shift's own limits; Dr. Voss simply gains 1 Sanity when she Rests; Mr. Aldous Pryce leaves the Vigils' locked tokens where they are; Jory Nash may use travel markers in his three steps; Mr. Bramwell reaches the Stash from anywhere in the mansion.
Nancy Pike cancels any harmful Item or Investigation card that would affect her, once a day, not only the ones she draws.
Starting items, evened out: Mr. Bramwell starts with a Lantern instead of the Rare Lockpick: a Porter's Sack would only repeat his own ability. Silas Crane keeps his 3 Iron Keys: they cost 2 at the Foyer but sell for 1, so they are no fortune.
Imogen Vane was promised "just one more room", not a wing: the house has had no wings since 2.6.
2.6
After the first playtest
The board
The plant rooms move to the corners. The Boiler stands at X2 and the Generator at X4, at the far end of each lawn, with their one door facing it. Their old places are Exterior slots now.
Two terraces. A new garden path runs from B4 out to the upper west grounds slot, and from I4 to the upper east one, each with one travel marker. The board has 8 paths and 12 markers.
Water and Power are on the board, in The Mansion, a small box beside the Calendar, with an On and an Off for each.
No more wings. The mansion is one house. Every card that named this wing now reaches the whole mansion, or any Interior room: Secret Passage, Dumbwaiter, The Lamp Room, The Bell Board, Furnace Room, The Linen Press, Study Nook, Coal and the Oil Can.
Rules
The Shift relocates. The free turn and the pull are both gone. For 1 Sanity the starting player may relocate a room: turn it, or put it in another empty slot, as long as it ends up valid. Otherwise the house keeps still. Nothing leaves the house any more, so the room discard pile goes too. Grand Staircase, Ironmongery, the Turning Halls, the Door Wedge and Unmoved (now "No room was relocated all week") follow.
Shielded is gone; Prayer gives 1 Sanity. One track, one keyword and one timing question fewer. The player board drops its Shielded track. The Sacred line follows: the Chapel gives 1 extra Sanity, the Chantry takes the spent token off its own Prayer icon at dawn for whoever rests there, and the Ossuary charges 1 Sovereign a prayer and gives 2 Sanity. Prayer Book, Bell Rope, Moment's Quiet, Consecration deal in Sanity, and Father Ambrose no longer leaves Prayer icons unspent: his prayers are spent like anyone's, but he may send the Sanity to any player anywhere in the mansion. Penitent now asks for every Prayer icon in the mansion to be spent, Devout for 7 Sanity in a Sacred room. Unravelling becomes a third Cold Spot.
Two investigators renamed so every title fits at 10 pt: Reginald Ashworth is now Bruce Ashworth, and Father Ambrose Hale is Father Ambrose.
Imogen Vane returns the room she does not place to the top or the bottom of its deck; the room discard pile she used to send it to is gone.
The Ghost, a new two-sided helper card: the four acts on the front, the limits on the back.
The Lazarus Bell, a new Very Rare item: when you reach 0 Sanity, discard it and you are not lost; you move to the Foyer with 3 Sanity, keeping everything else.
A new column down the middle. The board grows to 11 slots wide: the Last Vigil (E1 to G1) and the Foyer (E7 to G7) are three slots wide, every slot east of the old middle moves one column over, and there are 42 Interior slots. The courtyard is three by three, E3 to G5, with eight grounds slots around a new printed room.
The Ritual Chamber, printed in F4 at the heart of the courtyard: Sacred, a door on every side behind a Golden Key, and an Activate that brings a ghost back to life with as much Sanity as you give up. A lost player's Objectives are now set aside, not boxed, and the revived player takes them back.
Lost, not out: ghosts. A player at 0 Sanity comes back as a ghost and plays for the house, winning if the house wins. A ghost has 3 Actions a half and may Drift through walls, Chill, Rattle or Fright. It cannot enter Sacred rooms or the Vigils, and its Fright can claim a player.
Make Haste, a new objective (4): the Last Vigil is activated before Friday. It pulls against The Long Night, which wants Sunday.
Two more spurs. Each side path now has a short spur from its first marker across into B5 and I5.
The Garden Party scores 3, not 4: with six Exterior slots it is easier to finish.
A courtyard of six. The courtyard shrinks to E3 to F5, two wide and three deep, and D3, D4, G3, G4, E2 and F2 are Interior slots.
The Dovecote sends cards, keys or Sovereigns to any other player, wherever they are.
Sabotage items. Eight new items are made to be used on another player, when and on whom you choose: Pickpocket, Candle Snuffer, Moth Jar, Penny Dreadful, Poison Pen, Hemlock and Forged Will are harmful and wear a red band inside their tier frame; the Lucky Charm turns aside any harmful card, item or Investigation, that would affect you, and the Very Rare Hagstone keeps every harmful card off you for the rest of the game.
The Letter Opener is Uncommon, not Very Rare: it costs 3 Sovereigns and lives in the Common Item deck. The Very Rare tier keeps only the cards that last for the rest of the game, and gains two: the Planchette lets you look at the top Haunting card whenever you like, and The Deed takes the starting player marker and keeps it from passing at dawn.
Objectives score 2 to 5. Nobody takes a card worth 1, so every score moves up one, capped at 5; Whole of Mind stays at 4 below Unshaken. Every objective can now be checked when the game ends, with no history to remember: Clean Hands becomes Clear-Headed (more Sanity than any other player), Sleepless becomes By a Thread (exactly 1 Sanity), Unmoved becomes The Last Word (holding the starting player marker), Locksmith's Envy asks for the most keys and Gatekeeper for standing in the Left or Right Vigil. Cartographer counts Interior rooms, Groundskeeper asks for an Exterior room, and Devout needs only 5 Sanity. A new card, Walked Away (3), asks you to be in the Foyer at the end holding nothing at all: no Item cards, no keys, no Sovereigns.
The courtyard is solid ground. The Shift can only relocate Interior rooms. Exterior rooms stay where they were laid, so outdoors is the one stable part of the map.
The house never runs short. The overview no longer claims room tiles, Item cards and keys deplete: there are more tiles than slots, more items than searches, and keys never run out at the Foyer. The two pressures are Sanity and the week.
Every placement must be valid. A room always goes down with at least one of its doors facing an existing door, whether it comes from a Reveal, the Shift or a card.
Nightwork becomes the Shift, and it happens twice a day: at noon and at night, straight after the Haunting card, the holder of the starting player marker may relocate a room for 1 Sanity, or leave the house be. Tobias Hobb, the Ironmongery, the Grand Staircase and the helper card follow.
Rest no longer stops the nightly drain. Everyone loses 1 Sanity at night, Rested or not. A bed is still where you wake, and that is what it is for.
Wait. A new Action: spend it doing nothing and stay where you are. Unlike passing, you are still in the round.
The Locksmith's Counter is a Passive. The Foyer prints a Passive where its Peddler icon was: while you are there, sell items and buy keys whenever you like, for no Action. It no longer buys keys back.
Three Vigils. The ending uses rooms and Activates the game already has. The Left Vigil and Right Vigil sit at the ends of the back paths behind a Golden Key, and each Activate turns that Vigil on or off, marked in The Mansion box. The Last Vigil, now two slots wide and entered from E2 and F2 through Iron Keys, ends the game on its Activate only while both are on. Anybody can turn a Vigil off again. Mr. Aldous Pryce now walks into the Left and Right Vigil without a Golden Key, and Clean Hands and Gatekeeper ask about the Vigils instead of keys.
A new grid. The board is ten slots by seven. The courtyard grows to ten slots, D3 to G4 and E5 to F5, A3, A4, J3 and J4 are Interior slots, the Turning Halls stand at B3, I3, C5 and H5, side paths run down to the Boiler in A7 and the Generator in J7, short spurs rise from the lawns into C6 and H6, and the terraces are gone. 36 Interior slots and 10 grounds. Each plant room has two doors, one onto each path, and they are simply the Boiler and the Generator now.
Four Turning Halls, placed at setup. The Turning Hall leaves the Interior deck. Instead, four of them are laid in B3, I3, C5 and H5 at setup, doors as the board shows, each with a locked token. The Shift cannot relocate them; after every Shift, each turns a quarter turn clockwise.
Rooms
More ways in. The Armory, Ironmongery, Keysmith's Bench, The Lamp Room, Muniment Room, Reliquary, Root Cellar and Clock Room gain a second door, and the Grand Bazar has four.
The Master Suite has three Rest icons, and only the third one carries its rule, which is now Gain 1 Sanity.
The book
Searches is now Investigations, in the tab bar and on its page, to match the deck.
The item decks
No more valuables. The 17 items that read No effect are gone, 38 cards in all, so every item you draw does something. The Common Item deck drops from 86 cards to 57 and the Rare Item deck from 31 to 22. Items now come in two kinds, consumables and tools. The Whole Set, which asked for three valuables, now asks you to hold 5 tools, and every tool card says Tool just above its bottom rule so the table can count them.
Items and places
An item works anywhere, in a room type, or in a room that is always on the board. Nothing asks for one particular room from the deck any more, since it may never turn up. Coal works at the Boiler or the Generator, the Oil Can turns every Turning Hall twice, the Shovel and the Gardener's Map work in any Exterior room, and the Ledger in any Commerce room. Laudanum and the Bell Rope lose their named rooms and give a little less: 2 for you, or 1 for everyone in a Chamber or Sacred room.
The Wrench becomes the Grand Hourglass, a single Rare card: discard it in any Vigil to turn the Calendar a day forward or back.
Rooms stop asking for items. The Dumbwaiter moves you to any other Storage room. The Root Cellar loses its Activate: searching it behind its Light draws a Rare Item card as well.
Eight rooms retuned by hand.Keysmith's Bench and Muniment Room put their doors top and bottom. The Rat Larder lets you lose 1 Sanity instead of an item. Ironmongery drops its "The". The Linen Press works on an Activate. The Grand Bazar reveals 3 Rare Item cards. The Dovecote and the Speaking Tube send any cards, keys or Sovereigns. The Graveyard costs 4 Sanity.
Eight more rooms, no items.The Graveyard: lose 4 Sanity to gain a Golden Key. The Rose Bed: another player of your choice gains 1 Sanity. Coal Cellar: turn the Water or the Power on or off. Furnace Room: lose 2 more Actions, 3 with the Activate, and nobody takes tonight's drain, though the Haunting card still applies. The Sickroom: everyone here on 3 Sanity or less gains 1. The Bell Tower: take the spent token off one Investigate or Prayer icon. Counting House: 1 Sovereign for each Item card you hold. Clock Room: lose any number of Actions and another player gains them.
The Investigation deck
No more empty searches. Dust, Just the Wind, An Empty Box and Scratched Name are gone, all 12 cards. In their place the deck reaches into the item decks: Lost Parcel (2 Common Item cards), Velvet Case (1 Rare), Pawn Ticket (trade an item for a Rare), Rag and Bone (take one from the Item discard pile) and Hand-Me-Down (2 Common, one of them for another player in the room), with two more Hidden Drawers and one more Loose Panel. The deck stays the same size.
2.5
Both sides of the card
Rules
The Locksmith's Counter trades like any stall. One player spends 1 Action to open it, and everyone in the Foyer gets a pick in turn: keys to buy, items and keys to sell. Then it is shut until dawn.
A Peddler sells out on the spot. Opening a stall still reveals the stock the tile names, but the buying happens at once: the player who opened it picks first, then clockwise round everyone in the room. On your pick you buy as many cards as you like and sell what you like. The Action buys first choice. Whatever is left is discarded, so no stock waits on the tile until dawn.
Investigators and the player board
Investigator cards are mini euro, printed on both sides. The front holds the lore and the Starting Item, which is all you need at setup. The back holds the ability, and it is the side that goes face up on your player board for the rest of the game.
Silas Crane locks rooms behind him. His 3 Iron Keys move to the front of his card as his Starting Keys, and his ability is new: once a day, spend 1 Action and 1 Iron Key to put a locked token on a revealed room with nobody in it, adjacent to your room.
Adjacent means any room in a neighbouring slot, whether or not a door joins them. Reading the cards now says so.
Shielded charges run to 10, not 5. The track fills the row beside Sanity and Actions.
Room titles are bigger. 20 pt instead of 16, so a room can be read from across the table, with the icons set a little lower. To fit, six rooms drop their "The": Back Stairs, Long Gallery, Keysmith's Bench, Speaking Tube, Still Room and Stripped Room.
Five rooms reworked.The Ballroom lets you name any player, not only one in its wing. The Smoking Room now works on you: gain 1 Sanity and have 2 Actions fewer tomorrow morning. The Rite costs 1 Sanity to look at the top 2 Haunting cards and discard 1 of them. The Mausoleum no longer costs Sanity: draw 2 Haunting cards, and you are immune to them. The Wishing Well takes 3 Sovereigns for 2 Common Item cards or 1 Rare.
The Calendar is on the board. Printed above the west back path, Monday to Sunday, with a morning and an afternoon box for each day. The marker moves to the afternoon at noon and on to the next morning at night. The Mansion map shows it.
A smaller player board. 197 × 76 mm, down from 210 × 104, with the mini euro card on its left. Four fit on one A3 sheet.
2.4
Rules, not rulings
Rules
The ending, stated once. The overview now says what the Vigil's own tile says: both locks open the door, and the game ends on the Activate inside, not on the doorway.
You may pass. On your turn, instead of taking an Action, you may pass: that ends your morning or afternoon exactly as if you had run out of Actions, and you sit out until the next Haunting card.
Opening a lock costs an Action, unless you do it as part of the Reveal that turned the room up. Either way, stepping in afterwards is free.
Five Item cards in hand, not six, and pulling a room costs 1 Sanity, not 2. Well Provisioned asks for a full hand of 5.
One Item discard pile for both item decks. When an item deck runs out, its two tiers come back out of that pile.
A pulled room goes to the room discard pile, not the bottom of its deck, so nobody has to lift the deck at dawn. The pile is shuffled back in when a room deck runs out.
Draft is a word the book now defines: draw a room from the Interior or Exterior deck and place it. The Reveal Action drafts beyond an open door; A Way Through and The Plans say where theirs go.
The printed rooms belong to no wing. The Foyer stands across the spine, and it and the other three sit outside anything a card says about this wing.
The Locksmith's Counter buys items and keys like any stall, and still sells only keys. It now appears in the opening-days table, open every day.
A card that moves you obeys the room it puts you in, exactly as walking in would: no way into a locked room, and a room that needs Light, Water or anything else still needs it.
Spent tokens is the name for the tokens that mark a used Investigate or Prayer icon.
Rooms and items
Searches that draw something else say so. The Armory reads Draw 1 Rare Item card instead of an Investigation card, and the Lumber Room and the Storeroom follow the same pattern.
The Sickroom and Laudanum. The Sickroom's Laudanum is an Activate now, and every player there gains 2 Sanity. Anywhere else, Laudanum is your own: discard it to gain 3.
The Bell Rope and the Wrench are spent where they are used, as the Bell Tower and the Clock Room already said.
The Bell Rope is yours to use anywhere: discard to gain 3 Shielded charges, or spend it at the Bell Tower for 2 charges to every player.
Linen Closet is spelled with one n.
The Generator Room is described as printed: one Activate that turns the Power and the Lights on or off.
Items come in three kinds, and the Items tab filters on them: Consumables work anywhere, Tools work in a particular place, and Valuables do nothing but sell. A new Items chapter holds the hand limit, the kinds, the tiers and the rule that nothing is used up until something says discard.
The card decks
Four Investigation cards change. The Strongbox holds 4 Sovereigns. Buried Alive becomes Lost Hours: lose 3 Actions. Shared Out reaches every player, wherever they are. Servant's Trail works wherever you are: move to any other revealed room of the same type as this one.
The Haunting deck is the printed deck.36 cards from 29 designs, drawn the way they print — the Investigation cards' face, a title and the rule, and no flavour line. New names throughout: Whispers, Endless Halls, Rats, Bad Weather, Strange Noises, Insomnia, Mind Drain, An Offering, The Chosen. Locked Out puts a locked token on a room and A Gift ? takes one off, or costs every player a Sanity when there is none to take. Bad Weather costs 3 Actions and Heavy Air 2. Keys on the Table, The House Asks a Favour, Found Money and A Gift, Almost are out of the deck.
Nobody escapes a Haunting by holding nothing. Every card that makes you discard or give up something now costs 1 Sanity from anyone who has nothing to give: Rats, Sticky Fingers, Spilled Coin, Borrowed and An Offering.
Picked Clean replaces Salted Earth: every player puts a spent token on each unused Investigate icon in the room they are standing in. Finders Keepers lets the chosen player take a card from the Stash for 1 Sanity, or costs them 2 if it is empty. Locked In can be broken for 2 Sanity. Shuttered closes the stalls. Blackout and Dry Pipes turn off the Power and the Water, and cost every player 1 Sanity when it is already off. The Chosen is chosen by the starting player, who loses 2 Sanity for choosing nobody.
Two new Hauntings.Confession makes every player show one of their Objectives to the player on their left — the first card in the deck that touches the secret half of the game. Unravelling takes a Shielded charge from every player, or a Sanity from anyone who has none, so a hoard of prayers is no longer out of the house's reach.
The Objective deck is the printed deck. 28 cards drawn like the rest: the title, the rule, and the score at the foot as a row of seals, one for each point. The type label, the coloured band and the flavour line are gone from the card; the type stays on this page as a filter. Four titles are shorter so they fit: Corridors (was A House of Corridors), Unmoved (The House Unmoved), Gatekeeper (Keeper of the Gate) and Clean Hands (The Heir's Dignity).
Investigators and helper cards
A player board for the table. One each, 210 × 104 mm: a place for your investigator card and six tracks, Sanity, Actions, Shielded, Sovereigns (0–20), Iron Keys (0–5) and Golden Keys (0–2). Sovereigns and keys no longer have pieces: you count them on your board, and the supply is only where they come from and go back to. An underlined number is where you start, the blue boxes hold extra Actions, and anything past the end of a track is lost.
The investigator cards are the printed cards. Twelve poker-size cards: the name, the lore in italic, the ability, what they begin with, and their trade at the foot. The anchor is gone from the card, and the starting item is printed plainly rather than in the colour of its tier.
Silas Crane begins with 3 Iron Keys on his board. His card no longer speaks of key cards.
Tobias Hobb leaves marked rooms alone, as the Ironmongery now calls them.
Helper cards. Five poker-size reference cards get their own tab: a player card in each player's colour, Room Icons on the front and Your Turn on the back, and A Day at Ashworth for the starting player, with Nightwork on its back. The action table in Chapter V now matches the card: Use a room icon, and Open a lock reads "Unlock a room with a key, and step in for free if you like."
The book
The manual covers the game, and the cards cover themselves. Every chapter that explained a single room, item or investigator is gone: Rooms that need a ruling, Tool rooms, the Mausoleum's vigil, the Coal Cellar, and the tips about Imogen Vane, Ada Thorne and the Executor. A card that cannot be played from its own text and the manual is a card to rewrite, not a paragraph to add. In their place, a new chapter, Reading the cards, defines the words the cards share — here, this wing, move to, turn a room, look at, send, gain and lose Actions, today, mark a room — and says what happens when a deck runs out.
How to read a tile is in the Room icons chapter: the icon row, a requirement holding everything after it, and the arrow that ties rule text to an icon.
The counts are counted. Every number of tiles and cards in the book is read from the decks themselves, so none of them can drift again. Among the ones that had: the Rooms tab still said 109 and 16 tiles, the Objectives tab twenty cards dealt two and kept one, and the Unsettled tab an item deck of ninety-eight.
One style for every card and every page. Game words take a capital — Sanity, Action, Power, Water, Light, Common, Uncommon, Rare, Very Rare, Item, Haunting — and card and deck never do: an Item card, a Haunting card, the Interior deck. No card ends its rule on a full stop. The Haunting, Objective and investigator cards have all had the pass, and the Muniment Room looks at the top 3 rooms. The Long Night and Clean Hands now ask for the Vigil to be activated, not opened.
The book matches the print files. Every room, item, search and Haunting was checked against the printed sheets. Where the print leads, the book follows: the Turning Hall has two doors, not three; the Laundry Room, Service Lift, Speaking Tube, Study Nook, Garden Shed and Rose Bed have one; the Study Nook is behind an Iron Key. Fresh Air joins the Investigation deck (gain 1 Sanity, or 2 in an Exterior room), and A Locked Cabinet is simply Locked Cabinet. The Master Suite and the Nursery put their rest text under the bed's arrow, the Hydraulic Lift reaches any Interior room, and the stalls reveal Item cards.
The Rooms tab filters by type, so every Sacred room, say, is one click away.
The Unsettled tab is rewritten against the game as it stands.
2.3
In order
The Last Vigil ends the game on an Activate, not on a doorway. Both Golden Keys still open the two doors, and once they are turned anybody may walk in — but the week now ends when a player standing inside spends 1 action on the room's Activate icon. Arriving and ending are two separate acts, so a player can reach the room without closing the game on the table, more than one of them can be standing in it when the will is read, and the table can see the ending coming from one action away. Mr. Aldous Pryce keeps his free entry through either door and spends the same action as everybody else. The Vigil is drawn as a printed room tile now, with the Sacred face its two Golden Key doors were already wearing.
The skull is gone. A harmful card is marked by its red frame and nothing else — no icon on any card in the deck. Nancy Pike's ability said "a card with a skull" and now says a harmful card.
The Investigation deck splits on the page into Finds and Harmful, alphabetical inside each, the way the rooms split by line. Lights Out stops being a dead card when the Power is already off — otherwise lose 1 Sanity. Light Fingers takes 1 Item card rather than 2, or a Sanity from anyone holding none. Discovery is A Way Through and Mutual Gains is Shared Out. And A Locked Cabinet is new: discard an Iron Key, draw a Rare Item card — the only card in the deck that asks you to spend something, and the second job an Iron Key has ever had. The deck stands at 35 designs and 60 cards against the 52 searches an average house holds.
The Investigation deck is the printed deck. All 35 designs and 59 cards come off the sheets: names, copies and wording. The cards now print as the item cards do — mini euro, white face, 10pt throughout, no icon and no band — with a red frame on the eight that bite and a black one on everything else, which is the whole of the card's colour. Every filter but Harmful is gone, and a single copy reads ×1 in the deck like everything else. Gone with the old deck: the rare-find chip and the flag behind it.
A tier in front of it makes the word ordinary. It is a Rare Item deck and a Common Item card, lower case, while a bare Item Card keeps its capitals. Thirty-three phrases across the rooms, the items and the searches follow it now.
The room types are worth something now. A count of every card that names a type turned up almost nothing: Passage 3, Utility 3, Sacred 2, Exterior 2, Storage 1, Chamber 1, Commerce 0, against 18 cards that name a wing. Six of the seven splits were a colour on a border. Eleven cards later, every type but Commerce is named by three decks or more. The house hunts by type — Bad Dreams takes 2 Sanity from anyone in a Chamber room, Rats in the Crates empties a hand in Storage, Weather Comes In costs 2 Actions outdoors. The Investigation Deck pays by type: Servants' Shortcut carries you between Passage rooms, Consecrated Ground and Misfiled pay double in a Sacred or Storage room. Three objectives ask you to shape the house rather than stand in it — A House of Corridors, Made the Beds, The Garden Party. And four items care where you are: the new Floor Plan and Preserving Jar, and the Prayer Book and Smelling Salts, which now pay more in the room that suits them. Commerce is left out on purpose: its identity is the stall, the opening days and the stock, and it needs nothing pointed at it.
The Armory splits in two. It was a gold room whose reward was a marker block, which is a strange thing to spend the rarest key in the game on. The Armory keeps the Golden Key and becomes a haul: three searches, the first an ordinary one and the other two drawing a Rare Item card each. The bar goes to a room of its own, The Ironmongery — Storage, Iron Key, a search and an Activate — which marks a room against Nightwork exactly as before. Iron bars are what it sells, and a bar is what you lay on the room. A player who wants to protect a corridor no longer has to find and pay for the gold room first.
Every item card reworded. Keywords take a capital the way the rooms already did — Sanity, Actions, Sovereign, Item Card, Objective, Haunting Card, Common, Uncommon, Rare — and no card ends on a full stop any more. Along with it: the Appraiser Loupe pays on anything of at least Uncommon quality, the Lockpick costs 3 Actions, Cold Supper gives 2, the Crowbar stops opening doors and instead gets you through a room locked with an Iron Key, the Iron Horseshoe names the player who takes your Sanity, and the Bedroll stops being a bed: it holds the ground you slept on without skipping the drain. Coal now says what the two rooms say — the rest of the day's Hauntings skipped in the Coal Cellar, the Sanity drain kept off a wing in the Furnace Room — and with it the cellar stops being a way round the walk out to the machines.
The Fuse is back, uncommon and printed twice: discard to Power one room until the end of the day. It has nothing to do with the generator now — it is the Candle of the electrical half, a single room lit for a single day, which gives the Power requirement the same kind of answer-in-a-hand that Light has always had.
The generator is worth as much as the boiler now. Light and Power together reached 2.7 rooms in an average house against the water's 5.1, so the long walk east was worth half the walk west. Five more tiles put them level at 4.9, and none of them is a new room: a second Wine Cellar and a second Service Lift, and three tiles that always should have carried the requirement — the Lumber Room, pitch dark and stacked to the ceiling, now wants Light; the Workshop and the Bell Board want Power, a lathe and an electric bell panel being the two things in a Victorian house that plainly do. Light sits at 6 tiles, Power at 5, and the Workshop and Bell Board can both still be searched with the generator cold, because Power never shut a door.
Light stops you at the door. Power does not. The two requirements now fail in different ways, which is the whole reason for splitting them. A room that needs Light cannot be entered without one — the Power on, a Lantern carried, a Candle spent — and failing all three anybody may walk in for 1 Sanity, every time they do it. The Sanity buys the doorway and nothing else: the room stays dark, so everything behind the bulb is still unusable until a light arrives. The Taxidermy Room is the one that charges on top of it, 1 extra Sanity for walking in blind among the glass eyes. A room that needs Power is open to anyone: you walk in, and the machine simply does not work. Only the icons drawn after the bolt wait on the generator, so the Service Lift can still be searched by a party that has never been near it. One costs you the room; the other costs you the reason for going.
Power splits in two: Light and Power. One icon was doing two jobs, and the join showed the moment a machine needed it — a Candle could run a hydraulic lift. Now a lightbulb marks a room that is merely dark, answered by the generator or a Lantern or Candle carried in, and the lightning bolt marks a room that needs Power, answered by the generator and nothing else. The three cellars — Root, Wine and Coal — want Light. The Service Lift and the Hydraulic Lift want Power, because no flame in a hand turns a motor. The Lamp Room lifts Light from its wing, not Power, which is what a room full of lamps can honestly do, and the Lantern and Candle both say Light now. One generator still answers both, so throwing it remains the single best thing anybody does all week.
The machinery costs the journey and nothing else. The Boiler Room no longer wants a Wrench and the Generator Room no longer wants a Fuse. Now that both stand at the far end of a garden path, getting there is the price, and asking for a specific card on top of it meant the water could sit off all week because nobody drew one. Each machine is an Activate and an action. The Wrench keeps the Clock Room and nothing else; the Fuse is out of the box, having had one job and no longer having it. The item decks fall to 112 cards from 54 designs, 82 Common and 30 Rare.
Ada Thorne reaches tiles, not printed rooms. Her step is between Exterior tiles — the four out along the paths and the four of the courtyard. The Last Vigil, the Boiler Room and the Generator Room stand in the grounds but are printed, not drawn, so she walks to the machinery like everybody else. Without that line she would have been the party's engineer by default, and the walk the plant rooms were moved outside to create would have existed for eleven investigators out of twelve.
The machinery moves out of the house. The Boiler Room and the Generator Room are no longer printed at C4 and H4 with a door onto the hall. They stand out in the grounds at the far end of the west and east side paths, so switching the water or the power on is a walk out through the lawns and back rather than a detour on the way past. Their old cells go back to being ordinary wing slots, and the courtyard doubles to four — E3, F3, E4 and F4, two slots square — which keeps the grounds at 8 and the house at 44. The outer grounds are now X1 to X4.
The Hydraulic Lift joins the Utility line: one door behind an Iron Key, and [Water] [Power] → [Activate], move to any other revealed room in the house. It is the only card in the game that asks for both flags at once, which is the point — the power had four rooms waiting on it against the water's six, and nothing that made throwing the generator feel like an achievement. Now the two machines sit at opposite ends of the grounds and the thing that rewards turning both on carries you across the house in a single action.
The tiles are the printed tiles now. Every room has been rebuilt from the physical sheets rather than carried forward from the book: names, copies, doors, icons, locks and wording all come off the tiles as drawn. The box holds 111 tiles from 87 designs — 100 in the Interior Deck for 44 slots and 11 in the Exterior Deck for 8. Rooms that had drifted out of the print files are gone; several that stayed were re-cut, among them the Keysmith's Bench (a key for each card discarded), the Dining Hall (3 actions), the Billiard Room (3 extra actions tomorrow), the Master Suite (3 sanity), the Bell Board and Smoking Room (2 actions), the Coal Cellar (skip the rest of the day's Haunting draws) and the Mausoleum, which now resolves both cards and takes nothing from the keeper.
A requirement holds an icon, not a room. Water and power no longer shut a door. They sit in the middle of the tile with an arrow, and they hold only the icons drawn after them: the Bathroom can be searched dry but its bed wants water, the Service Lift searches without power but will not carry you, and the Greenhouse gives its sanity only once the water runs. Where the requirement stands before every icon — the Wine Cellar, the Root Cellar, the Coal Cellar — it holds the whole tile, which is the old behaviour written the new way. A room that cannot be entered says so in words instead: the Dry Cistern opens only with the water on, the Flooded Cellar only with it off. So the only thing that locks a door now is a key.
The room lines wear their printed colours, straight from the tile files: Passage 130/130/130, Storage 150/90/40, Utility 0/0/255, Chamber 255/0/255, Sacred 220/170/40, Commerce 255/0/0, Exterior 40/140/60. The two decks are named for what they hold, the Interior Deck and the Exterior Deck.
Seven room types, not eight. The Leisure line is gone. It was the smallest by a distance at 7 designs against everyone else's 10 to 22, it owned no icon of its own, and — the part that made it cheap to remove — nothing in the game named it: not a card, a room, an ability or an objective, where Passage is named by four things and Utility by three. Its seven rooms moved rather than went: the Billiard Room, the Smoking Room, the Music Room, the Ballroom and the Parlor to Chamber, which is now the line for private rooms and the rooms the guests were entertained in; the Dining Hall to Utility, at the kitchen end of the house; and the Long Gallery to Passage, where a three-door gallery that charges a sanity to walk through was always a corridor. Chamber and Utility stand at 18 designs each, Passage at 10. Not one tile left the box: still 125 from 91.
The day has a morning and an afternoon. Six actions a day came to forty-two a week, which is not enough house for a game about a house. Each day is now 5 actions in the morning and 5 in the afternoon — seventy a week — and actions never carry from one half to the next. The starting player marker still moves only at dawn, so the same player starts both halves.
The house takes a turn at noon as well as at night. With seven days and the week ending on Sunday night, only six cards ever came out of the deck. A card is now drawn at the end of every morning and every afternoon, and the week ends when Sunday's afternoon does, before a draw that could no longer matter. That is thirteen a week. The drain, the Calendar, dawn and nightwork still happen once, at night.
Night Events are Hauntings. Half of them now arrive at noon, so the old name no longer fit. The deck is the Haunting Deck, and one of its cards is a Haunting card. Every card, room and ability that deals with them says which it means: the Rite and the Parlor look at the top 3 cards of the Haunting Deck, the counter-items answer a Haunting card, and anything that lasts runs until the next Haunting card is drawn — something the table can watch happen rather than a word it has to interpret.
"Tomorrow" became "until the next Haunting card is drawn". A card drawn at noon cannot say tomorrow and mean it. Everything that lingers now lasts until the next Haunting card is drawn: from noon, that is the afternoon; from night, the next morning. No Rest for the Wicked is the one exception and runs until the next night falls, since a morning without beds would cost nobody anything. The Billiard Room and the Smoking Room both mean tomorrow morning and now say so, the Mausoleum's vigil covers whichever Haunting comes next, and the Coffin Nail stops one being drawn at all.
Dark is now Power. The requirement has the same name as the thing that answers it, the way Water already did: five rooms need power, the generator opens all of them for everybody, and until it runs a Lantern gets its carrier in and a Candle gets one person in once. Nothing about who can enter changes. It also gets an icon of its own, a lightning bolt. Until now it had been borrowing the Peddler's lantern, so a room you could not enter and a stall you could shop at wore the same mark.
The Keysmith's Bench takes 1 item, not 3. Three cards for a key was a loss every time: even three commons sell for 3 Sovereigns, and the Locksmith's Counter sells an Iron Key for 2. It is now one card for one key, which turns the cheapest common in your hand into something worth twice what it would sell for. The Bench is one tile that turns up in only some houses and costs the walk to reach it, so when it does turn up it should be a relief rather than a bad trade.
Locks go back on the room. A first run at the table showed that locks on individual doors do not survive contact with the board: tiles are turned and pulled every dawn, and keeping track of which side of which tile had been paid for was more bookkeeping than the idea was worth. A room is now simply open, locked with Iron or locked with Gold, and one key opens it from any side.
The locked token. Reveal a locked room and you may spend the key on the spot and step in for free, exactly as into an open one. Leave it shut and it gets a locked token; whoever pays later takes the token off and steps in for free as well. The token sits on the whole tile, so turning or pulling the room changes nothing, and it is the only thing the board has to track. The Boiler Room and the Generator Room start the game with one each.
The rooms that had gone mixed are whole again. Fourteen that had kept a lock on some doors are locked outright, the five that had a single barred door are open, and The Barred Hall, The Postern and The Locked Landing are gone — without a lock on one door they were a Hallway, an L-Way and a T-Way under other names. The house deck is back to 109 tiles from 79 designs, 38% of them locked. Doors are still coloured by the key, but every door on a locked room now wears it. The Master Key and the Lockpick open rooms rather than doors, and the Lockpick costs 2 actions instead of a key.
"Not used up" is off the cards. Eight of them ended on it — Lockpick, Wrench, Master Key, Lantern, Bell Rope, Shovel, Gardener's Map and the Boots. One rule covers all eight and always did: a card that never says discard is never discarded, and the chapter now says so in as many words. Eight cards get a line of space back.
Stout Boots are worn, not burned. They were a one-shot that crossed a path in a single action. They are now permanent: stepping onto a travel marker costs no action, and only stepping off the path into a room costs the usual 1. A back path to the Vigil falls from 3 actions to 1, both lawns from 3 to 1, a side path from 2 to 1 — and Jory Nash, whose whole anchor is speed, walks in wearing them.
A path step is a Move action and nothing more. The chapter also claimed each step ended your turn, which would have made a two-marker path cost three days rather than three actions and contradicted both the action table and the board's own read-out. What it was reaching for is now what it says: 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.
Salt Line says what it does. "Nobody in this room takes anything from it" is now "When a Haunting is revealed, discard this. No player in this room is affected by it."
The item cards are drawn the way they print. They were a proof of the layout in the book's own colours; they are now the card itself — a white face inside a 1.5mm frame in the colour of the tier, with a 2.8mm corner radius, black ink, dashed rules under the title and above the coins, and the price in dark coins at the foot. Title and body are both 10pt IM Fell English, and every measurement is in millimetres and points rather than pixels, so what is on the screen is what comes off the printer. The rarity label is gone: the frame already says it, and the line was costing a card two millimetres of text. All 55 cards still fit.
Nothing on an item card but the rule. The seventeen cards that do nothing carried a line of lore under the No effect — a spoon engraved with the wrong initials, a candlestick whose pair is still lit somewhere. It is gone. Every valuable now reads No effect. and nothing else, and what distinguishes them is the name, the tier and the price.
Seven cards renamed, most of them because the title would not fit on a 44mm card: Pewter Candlestick is a Porcelain Doll, Tarnished Spoon is Bone Dice, Ivory Chess Knight is an Ivory Button, Portrait Miniature is simply a Portrait, Mourning Ring is a Copper Ring, Bottle of Claret is a Claret Jug, and the Mourning Brooch is a Jet Brooch — which is what a Victorian mourning brooch was made of anyway. No title now overruns its card.
One fewer Wax Cylinder, down from 3 to 2, taking the Rare Item deck to 30 cards and the box to 114 from 55 faces.
Everything is listed alphabetically. Rooms sort inside their line, items inside their tier, so finding a card in the book no longer means reading the whole line to see whether it is there. A leading article is not part of the name for that purpose: The Barred Hall files under B, The Rite under R, and the two dozen rooms whose names begin with The stop piling up in one place. Nothing else moved — the decks, the counts and the odds are what they were.
2.2
The house re-drawn
The Last Vigil has left the house. It is no longer a 2×2 room at the heart of the board but a single printed tile out in the grounds behind it, with two doors rather than three. Both ways in are the back paths, one from B1 in the west wing's top corner and one from I1 in the east, so the two players who open it arrive from opposite ends of the house, each having climbed their own wing to get there.
An inner garden fills the space it left. Of the four slots freed at the centre, E2 joins the west wing and F2 the east, while E3 and F3 are grounds, drawn from the grounds deck and walled in by rooms on all four sides. No path reaches them; you walk in through a door like anywhere else.
The Foyer is one tile deep rather than two, sitting across the front of the house at E7 and F7. It keeps its Stash and the Locksmith's Counter, and now has 4 doors: two along its top edge and one to each side. The bottom edge is still the front door you came in by. The row it gave up became rooms — E6 to the west wing, F6 to the east.
The house now stands at 22 slots to a wing and 44 in all, with 8 grounds slots: six out along the paths and the two of the garden. The Vigil is drawn as a printed room, framed like the Foyer rather than like the patch of grounds it stands on, and only its two doors are gold.
Ada Thorne moves between grounds rooms. For 1 action she steps from any grounds room to any other that has been revealed, the inner garden included, which makes her the only person who can cross the house without using its doors. Her free movement along garden paths is gone: the shortcut carries her on its own, and she pays for the walk out to the grounds like everybody else. The Vigil is a printed room rather than a grounds slot, so the last walk to it is still a walk.
Rooms have copy counts. Signature rooms — the Reliquary, the Master Suite, the Chapel, the Turning Hall — are one of a kind, ordinary rooms like the Closet and the Kitchen are printed two or three times, and corridors come thickest of all at six Hallways. The number sits under each room on the Rooms tab, beside how often it actually reaches the table.
Four rooms added to the grounds, which had six designs for eight slots and nothing but open country. The Cloister is four doors of covered walk, so the inner garden can be a crossroads instead of the dead end it was two thirds of the time. The Graveyard holds two Prayer icons, the first outside the west wing, and gives the Shovel a third hole to dig: 5 Sovereigns and a piece of your nerve. The Folly is decorative and does nothing whatsoever — no icons, no effect, a room that is only a room. The Hedge Maze pays three searches but charges 2 actions for each of them.
A negative room in each wing. West: The Nursery holds two beds, but anyone who ends their day there loses 1 sanity, so resting in it nets nothing — ground held without recovery. The Long Gallery pays two searches and charges 1 sanity at the door. East: The Flooded Cellar holds three searches and cannot be entered at all while the water is on, so the party's own infrastructure locks it and only a Wrench at the Boiler Room opens it again. The Rat Larder pays three searches and takes an item card on the way in.
Twenty-three rooms added, and the workbench cleared. The candidates are tiles at last — Linen Closet, Cloakroom, Wine Rack Alcove, Wine Cellar, Powder Room, Butler's Nook, Laundry Room, Study Nook and Taxidermy Nook — alongside seven rooms that reach a whole type or a whole wing: The Linen Press (Rest icons in this wing also give a sanity), The Bell Board (an action to every player in a Chamber room in this wing), The Lamp Room (this wing's dark rooms need no Lantern), The Meter Cupboard (with the power on, this wing's Activate icons work twice a day), The Speaking Tube, The Muniment Room and The Keysmith's Bench, which turns three junk cards into an Iron Key. Plus the Back Stairs, the Box Room, and a room in five more lines that does nothing whatsoever: the Dogleg, the Dry Cistern, the Stripped Room, the Empty Niche and the Shuttered Stall. The house deck stands at 107 tiles from 91 designs.
The Vigil has two locks, not one moment. Each door is unlocked on its own with a Golden Key and an action, and it stays unlocked. Nothing happens when the first turns; when the second does, the room stands open to anybody who walks in, not only to the two who paid. One player may turn both if they can afford the keys and the walking. The simultaneous naming ritual is gone.
Golden Keys come out of a bank. There is no fixed pile to run dry: the supply hands them over and takes them back, and the only brake is what five Sovereigns means in a house that prints twelve all week.
The Investigation Deck refills itself.The House Remembers shuffles the discards back in and pays you two cards to choose between for the trouble. Two copies, so a deck of 60 against 56 expected searches never simply stops.
Five more objectives — The Whole Set, Below Stairs, Quartermaster, The House Unmoved and Sleepless — taking the deck to 25, and a starting hand for everybody: draw 2 common items, keep 1, and 2 Sovereigns.
Cards reworked. The Letter Opener shows you both of a player's objectives, as a very rare card should. Metal Detector draws 2 and resolves 1. Appraiser Loupe pays only on uncommon or better. The Ledger reveals three rare cards and gives you one outright, with no Peddler involved. And the power no longer hands out an action a day — it has rooms of its own to open now, exactly like the water.
Nine more cards that do nothing but sell, three in each of the lower tiers and one rare, plus two more counters: Salt Line shelters a room from tonight's event and a Coffin Nail stops the night from happening at all.
Night events and searches are counted too. The night deck is 35 cards from 28 designs, weighted so the categories land where they should rather than any one card being likely. Search counts moved off the card face and under it, and the rare-find chip went with them.
Two more tables to argue with. The Items tab gained one to match the rooms: every card against the deck it sits in, with its share and how many cards you would turn before one came up. And under the room table there is now a count of every icon in the game — how many exist in each deck and how many reach the table once 42 rooms are dealt indoors and 8 outside. That last column is the one worth staring at: 56 Investigate icons in an average house against an Investigation Deck of 58, seven and a bit beds, six prayers, four Stashes.
The item decks are counted, like the tiles. Every card now says how many of it are printed. Staples come thickest — four Cold Suppers, four Smelling Salts, three Candles, three Wrenches — tools sit at two or three so they are findable without being certain, the sell-only pieces pad the draw at three apiece, and anything that changes a whole game is the only one of itself: the Master Key, the Pocket Watch, the Coin Purse, the Torn Blueprint. The Common Item Deck is 71 cards, 52 common against 19 uncommon; the Rare Item Deck is 27, 21 against 6. That is the three-to-one the chapter always claimed and never had.
Six cards the box was missing.Sprig of Yew and Iron Horseshoe answer the night: one takes the sanity out of an event for you, the other hands it to any other player at the table. Door Wedge is the answer to somebody else's nightwork — discard it as they turn or pull a room and the room stays exactly as it was. Bedroll makes the room you are standing in a bed for one night, which is the first answer to a house that may deal its bedrooms anywhere. Prayer Book puts two Shielded charges outside the Sacred line, and Calling Card trades a look at one of your objectives for a look at one of theirs.
The boiler and the generator are printed on the board. They stand at C4 and H4, one to a wing, each with a single door facing the house and an Iron Key rather than a Golden one. Drawn from the deck they turned up 41% of the time apiece and both together only 17%, which left the water unreachable in a third of games and stranded the seven rooms that wait on it — and one game in five had no route to either flag all week. Machinery is the one thing in this house that is bolted to the building, so it no longer shuffles. Dropping them to an Iron Key matters as much as printing them: two guaranteed gold doors would have competed with the Vigil's two, and "always there" would have quietly meant "never opened".
Room slots fall to 44, 22 to a wing, and the house deck to 114 tiles. The box holds 130 tiles from 94 designs.
No two tiles are alike any more. Nine sets of rooms shared a shape, an icon count and a lock with nothing printed to tell them apart. Each has been given something of its own: the Back Stairs and Butler's Nook take two searches and a key rather than shadowing the T-Way, the Laundry Room and Powder Room answer to the water they plainly need, the Study Nook trades a search for a look at somebody's objective, the Cloakroom becomes a place to leave things rather than search them, the Taxidermy Nook fills to three searches, and the Box Room keeps the bed and gives up the search. The five rooms that do nothing now each do nothing in a different shape, from the Folly's single door to the Shuttered Stall standing open on all four sides.
The Dry Cistern answers to the water the other way round from the Flooded Cellar. Its hatch lifts on pressure, so it stays sealed until the party turns the water on — and then it is an empty tank with nothing in it at all. One room in the line shuts when the water comes and the other opens, and neither gives you a thing for it.
The Stash reaches the house properly now. One Stash icon indoors was never enough — most games the only one in the mansion was the Foyer's, which made carrying anything anywhere a walk to the front door. The Cloakroom keeps things rather than hiding them, The Dressing Room joins the Chamber line and The Still Room the Utility line, and the Dumbwaiter gains one, since a shaft that carries things between floors is the obvious place to leave some. Five rooms in four lines, from 1.3 expected in play to 3.3.
Darkness answers to the generator now, or to a light. A dark room used to want a Lantern and nothing else, which meant one lamp for the whole party and a lot of passing it back through the Stash. Switch the power on and every dark room in the house opens for everyone at once; until then a Lantern still carries its holder through, and a Candle still gets one person through once. It is the only requirement in the game answered by either of two things, and it is why a draw can never seal a cellar for good. The Lantern drops to uncommon, since it is a way in rather than the only way, and the Lamp Room now spares its wing both — no light, no power, walk in.
Tools stop being eaten. The Wrench, the Shovel and the Bell Rope now do their work and stay in your hand, and a new uncommon, the Gardener's Map, joins the Shovel as the second half of what The Rose Bed wants. What is still consumed is what burning it is the point of: Coal, a Fuse, Laudanum, a Ledger, an Oil Can, a Candle. The Clock Room answers for itself instead — turning the Calendar spends that icon for good, so no stack of Wrenches can wind the week back forever.
Smaller rulings. The Armory has no ceiling on bars any more, since its Activate already limits it to one a day. The Ossuary and the Music Room lost their Iron Keys, the Graveyard charges 2 sanity rather than a Shovel, and the Gate Lodge now trades every day of the week.
Locks mean something now. A key is the price of a better room rather than a tax on an ordinary one, and Chapter VII carries the ladder: one search or nothing is open, two or three searches wants an Iron Key, so does a four-door junction or a corridor that does more than carry you, and the room that defines a line still wants a Golden one. The Closet, Pantry, Grand Staircase, Turning Hall, Secret Passage, Dining Hall, Billiard Room, Shrine, Ossuary and Chantry all went behind an Iron Key, taking the house deck from 26% locked to 44%. The Investigation Deck now holds four Iron Keys rather than two to pay for it.
A room pays one toll, never two. The Rat Larder and the Deadfall keep three searches apiece and stay open, because they already charge at the door in items and in blood — and the same goes for anything gated by water, by a Lantern, or by the tool its Activate waits on. Commerce is still never locked at any tier.
One house deck. The west and east decks are gone: every interior room now shuffles into a single pile, and only the grounds keep a deck of their own. The wings stay on the board and still matter to anything that names them — a Furnace Room warms its own side, the Secret Passage runs within its own wing, night cards still hunt one side at a time — but nothing guarantees the beds are west and the boilers east any more. A chapel can back onto a boiler room, which is closer to what Cornelius actually did to this house.
Signature rooms are finally singular. Passage and Commerce used to be printed once per deck, so there were two Turning Halls, two Grand Bazars and two Secret Passages in the box. With one deck the plain corridors and stalls double instead — six Hallways, four L-Ways, four T-Ways, four Market Stalls — and the distinctive ones fall to a single copy. The house deck is 78 tiles for 46 slots, the grounds 16 for 8, and the box holds 94 tiles from 68 designs, seven fewer than before while a one-of-a-kind room now appears more often, not less: 59% against 53%.
Ten more rooms, one last sweep before the table.Passage: the Grand Staircase, four doors that nightwork can neither turn nor pull. Storage:The Deadfall, where entering springs three Investigation cards and every skull among them lands on you. Utility:The Workshop, which buys a spent tool back out of the discards for two Sovereigns, and The Service Lift, which carries you to any other revealed Utility room while the power holds. Sacred:The Ossuary, three prayers that each cost a sanity, and The Chantry, the only bed in the wing and a Shielded charge with it. Leisure:The Smoking Room, a sanity tonight against an action tomorrow. Commerce:The Pawnbroker, who is no stall at all — no stock, no opening days, just a counter where an action sells one item at its full price, once a day for whoever gets there first. Grounds:The Gate Lodge, open Saturday and Sunday when every stall indoors is shut, and The Dovecote, which sends cards from one grounds room to another.
The Rite joins the Sacred line behind an Iron Key: lose 1 sanity to look at the next three Night Events, remove one from the game for good, and put the rest back in whatever order suits you. The Parlor peers at the night; the Rite reaches in and takes something out of it.
The Grand Bazar trades Thursday and Friday rather than Saturday alone. Two days instead of one is more room to reach the rare stock, but the window now closes before the weekend, so finding the Bazar late in the week means finding it shut.
The grounds deck is now 14 tiles from 10 designs, and single-door tiles have fallen from 64% of it to 36%.
A table of every room now sits under the lines on the Rooms tab, beside the one for candidates: what each room needs and offers, how many copies its deck holds, how many reach the house on an average game, and the odds of seeing it at all. Every heading sorts, both ways. Nothing is ever certain — even three Hallways to a deck top out at 99%.
A lock is on a door, not on a room. Every lock is printed on the door it holds, which is to say the doors are simply coloured: cream is a door you walk through, grey is iron and gold is gold, the same three colours the board uses. A tile may carry one on some doors and not on others. Three corridors are built out of it — The Barred Hall, bolted at one end and open at the other, The Postern, whose side door has been shut since before any of you arrived, and The Locked Landing, one way up and two ways on that somebody did not want taken. The Servant's Stairwell stops being a four-door junction bought outright: two of its four doors stand open and two do not, and which two is decided entirely by how you turned it. The key token stays on the lock it opened, so the board keeps a record of every door the party has paid for and whose colour paid for it. Rooms worth searching still lock every door or none — a cupboard with one barred door and one open one is a free cupboard. It is the corridors where a single lock earns its keep, because turning one now decides not only where it leads but what is behind the lock. With the colour on the door, the Iron Key and Golden Key lines have come off the tiles altogether — off the printed rooms too, so the Vigil and the plant rooms just carry their names. Water and darkness still say so, because nothing on the tile shows them.
Most of the house is a mixed lock now. A tile that was locked outright was a flat price and a tile that was open was no price at all, which left almost nothing in between. Nineteen rooms have had the lock taken off the tile and put on some of their doors — the Grand Staircase bars the straight run and leaves the turn free, the Ballroom keeps three ways in and one grand one, the Dining Hall, Storeroom, Dormitory, Back Stairs, Carriage House, Butler's Nook, Guest Bedroom, Vestry, Billiard Room, Coal Cellar, Study Nook and Chantry all charge on one side and not the other — and seven tiles that stood wide open have had a single door barred: the Dressing Room, the Cloakroom, the Sickroom, the Dumbwaiter and the Bell Board. Of the tiles with more than one door, 32 are mixed against 12 locked outright. More rooms ask for a key than ever and the house costs less to open: 75 of its 253 doors are behind one, seven of them gold.
The omens are gone, and with them the seventh category.Footsteps Overhead, A Portrait Turns and The Clock Stops read No effect and did exactly that. They made sense when the house had no clock on it and a night that cost nothing was a reprieve; with the week fixed at seven nights, four of the 39 cards doing nothing meant roughly one night in ten was handed back. The night deck is now 35 cards from 28 designs in six categories, and every card does something. The mix a week now draws from: Sanity 8 cards, Choice 7, Resource and Tempo 6 each, Environmental 5, Mixed Reward 3 — so a party sees a Choice night 79% of weeks and the one card that gives before it takes 47%.
Card text reads as rules, not as prose. All twelve signature abilities are rewritten in the second person, cost first and effect after, with the commentary taken out: no "whatever the locks say", no "whichever she prefers", no "still safe from him". Pryce now reads "You may enter the Last Vigil through either of its doors without spending a Golden Key, on any day. This immediately ends the game." The same pass went through the tools that survive their own use — Lockpick, Wrench, Master Key, Lantern, Bell Rope, Shovel and Gardener's Map all end on the same two words, Not used up, instead of seven different ways of saying it. The Master Key also stopped opening "any room that asks for an Iron Key", which has not been true since locks moved onto doors; it opens any such door. Flavour text is untouched: it sits under the rules and is meant to sound like somebody wrote it.
The Executor does not open the Vigil. He walks into it. Pryce ends the game by arriving — through either door, on any day, for the Move action alone, whether both locks are open, one is, or neither. No keys, no unlocking, no second journey; the Sunday-only, one-door version is gone and so is the two-door version that briefly replaced it. He drew up the will, and the house was never shut to him. All he has to do is get up a wing to B1 or I1 and out along that back path, and the week is over when he arrives. The ending is permanently available to one player at a price the whole table can watch him pay, on nobody's schedule but his — and the Golden Key route is untouched for anybody who would rather not wait on his objectives coming good.
Bramwell stops arriving with a worse copy of himself. The Porter's Sack lets you use the Stash from the room you are standing in, once. Bramwell does that from any room in the house, all week, for the same action — so the card was dead in his hand from the first morning. He now begins with a Lockpick, which is the man's own history rather than a spare copy of his job: he kept the keys to rooms he was never permitted to enter, and this gets him into any of them, slowly, for as long as the week lasts. It reads as a different curve from Silas Crane rather than a smaller one — the locksmith holds three fast opens he can trade, sell or hoard, the butler holds unlimited slow ones he can never give away. The Sack stays in the deck, where it is exactly what it should be: one afternoon of being the butler, for somebody who isn't.
Reginald starts with a Coin Purse rather than "2 extra Sovereigns", which never said extra to what — the two everyone is dealt, or the two on his own line. The Purse is uncommon, it pays him 1 more every time he takes 3 or more at once, and it puts him on the same footing as the rest of the roster: one card, named, in the colour of its deck.
Locking every door is now the exception, and Chapter VII says why. All-or-nothing is a price; a mixed lock is a gamble, because whether you pay depends on which way the tile fell and what it backed onto — decided by whoever placed it. Only the rooms whose contents are worth a key from any direction lock every door at all. The Rooms tab counts them: 23 designs with a mixed lock against 19 tiles locked outright and 5 gold.
Everybody arrives carrying something. Each investigator's card names the tool of their trade, taken out of the decks and the supply at setup rather than dealt: Ada Thorne walks in with a Shovel, Tobias Hobb with a Crowbar, Dr. Voss with a phial of Laudanum, Father Hale with a Prayer Book, Mr. Bramwell with a Pot of Broth. The card's name is printed in the colour of its tier, so the line tells you which deck to pull it from as well as what to pull. Silas Crane's three Iron Keys are the only starting gift with no colour on it, because keys come out of the supply and not out of a deck — which is the whole point of the colour.
The night stops reshuffling a deck that refills itself.Reshuffled is out. Once The House Remembers was sitting in the Investigation Deck there was nothing left for it to rescue, and a night event that does nothing to anybody is a night wasted.
The six slots out past the walls are now labelled X1 to X6. They had been E1 to E6, which collided with the spine cells in column E — there were two different slots on the board both called E3.
2.1
Objective colours
Objective cards colour by type instead of all sharing the brass accent: Coin gold, Nerve red, Faith blue, The house teal, Duel pink, The ending purple. The colour runs along the card's top edge, through its type chip, and onto the filter buttons.
The score diamonds stay brass on every card, so what a card is worth reads separately from what it asks of you.
2.0
Thirteen chapters, ten new cards
The manual restructured. Room icons split three ways — the icon reference, Rooms that need a ruling, and Tool rooms. Sanity folded into Night & sanity. Trading moved beside the stalls in Sovereigns, trading & the calendar. The last chapter is now The mansion wakes up. The longest chapter went from 1,737 words to 1,064, the shortest from 71 to 236.
Eight night events, taking the deck to 32.The Lights Go Out, The Pipes Run Dry, A Day Lost, A Hand in the Stash, Prices Rise, The House Asks a Favour, Keys on the Table and A Warm Room. The house can now reach the Calendar, the water, the power, the Stash and the stalls, none of which it could touch before.
Party-decides cards are now 9 of 32, which is where most of the room to betray somebody lives.
Two searches added:A Word Against You takes sanity or an item from a player in your wing, and Pocketed lifts a card out of the shared Stash from anywhere in the house. The Investigation Deck is 56 cards across 35 designs, so it now outlasts the 51 Investigate icons rather than running level with them.
1.9
The audit rulings
Playing a card from your hand is free and doesn't end your turn. The exception is a tool spent at an icon, which goes with that icon's action.
Six item cards in hand. Keys and Sovereigns are not items and don't count against it.
Anything you hold can be given to anyone in your room: items, keys and Sovereigns alike.
Golden Keys are findable. Two copies in the Investigation Deck, and the Locksmith's Counter sells at 5 rather than 6, buying back at 4.
Prayer costs no Sovereign, only the action. Father Ambrose re-cut to suit: a Prayer icon he uses is not spent, so it stays open for the next player.
The Library and the Parlor come down to an Iron Key. Gold rooms are now 7 of 49, inside the 10–15% the chapter aims at, and iron rooms 12.
Objectives re-cut.Unshaken asks for 9 sanity rather than a perfect 10, and The Long Night asks that the Vigil be opened on Sunday, which it could never actually score before. Cartographer and Keyholder up to 4, Lamplighter down to 2.
The Kitchen works once a day, closing an unlimited-action loop with the Torn Blueprint. Nancy Pike redraws a skull once a day rather than always.
Bars are player marker blocks, not a component of their own, so the colour records who barred a room. Two stand at a time, and unlike a claim marker they don't clear at dawn.
Investigators are dealt 2, keep 1.
What a lost player carried leaves the game with them, items, keys and coin alike. A Golden Key in a failing hand is one the house keeps.
Smaller answers: the Wishing Well draws from the Common Item Deck, the Reliquary cannot be used while the item discards are empty, and unbought Peddler stock clears at dawn with the markers.
1.8
Terminology
One verb for each thing. Actions and sanity are gained and lost, never restored.
Shielded charges, always, and the nightly drain rather than the passive drain, since Passive is the name of an icon.
Night cards say discard an item card, so nobody wonders whether an objective is at risk.
Two counts corrected: nine gold rooms, not six, and the claim that ties on a night card were unruled — the Night chapter has always ruled them, and the card hits everyone who is level.
1.7
One deck format
Searches, Night Events and Objectives join the items at mini euro size, 44 × 68 mm. Every deck is drawn at true size, and each tab flags any card whose text runs past the edge.
One typeface across every deck. IM Fell English for titles, Spectral for card text. The item cards had been set in Courier Prime, which read noticeably larger at the same size.
1.6
Cards that explain themselves
The type line came off the item cards — no more Sells, nothing more or Passive · always on. One rule replaces the lot: an item stays in your hand and keeps working until its text tells you to discard it.
Peddler's Favor, Trade Card and the Mourning Brooch reworded to carry their own timing, since they had leaned on that line.
The scope line came off the night cards — no more Global · All players. Eleven effects reworded to name who they hit.
1.5
True card size
Item cards are drawn at mini euro size, 44 × 68 mm, with an overflow flag on anything that runs long. Shown that way always, rather than behind a toggle.
All seventeen italic notes removed from the item cards. Only one carried a rule found nowhere else, so the Torn Blueprint's effect absorbed it and the Secret Passage paragraph says the Blueprint doesn't make it free.
Two names shortened so every title fits on one line: Cracked Hand Mirror to Cracked Mirror, and The Ashworth Signet to Ashworth Signet.
1.4
The die comes out
The Game Die is gone. Two cards in the whole box used it, which is not enough to ask anybody to roll.
Coin Purse reworked: gain 1 more whenever you gain 3 or more Sovereigns at once.
Lockpick reworked: 2 extra actions to open a door that asks for an Iron Key, and it is never used up.
The starting player is picked at random.
1.3
Prices and valuables
Every item costs a Sovereign more: common 2, uncommon 3, rare 4, very rare 5. Selling pays one less than the price, so nothing can be bought and sold back at a profit, and the junk in your hand is finally worth carrying to a stall.
Ten valuables added across all four tiers, from the Tarnished Spoon to the Ashworth Signet. They do nothing at all except sell, which makes a search that turns up an item a gamble rather than a promise. Forty item cards in total.
1.2
The Locksmith's Counter
The Foyer prints a Peddler icon of its own, open every day of the week including Sunday, trading in nothing but keys: an Iron Key for 2 Sovereigns, a Golden Key for 6 while the supply lasts.
Keys are no longer items. The Iron Key and Golden Key cards leave the item decks, and no stall out in the house sells them. The counter is the only door they come through.
The counter also buys any item at a Sovereign less than its price, so a morning at the front door turns yesterday's finds into today's keys.
1.1
The Investigation Deck
One deck of outcomes for every search in the house, 33 designs: a good share of nothing at all, finds, knowledge, cards that reach other players, and harm. Searching became a gamble rather than a payout.
Harmful cards carry a skull, so the risk is legible on the card rather than on a separate hazard icon nobody would ever choose to trigger.
The plain key is the Iron Key everywhere in the game.
Card wording settled: A Purse Left Behind became Down the Back of a Chair, A Forgotten Larder restores 2 actions, The Stash Remembers is optional, and Shared Discovery, Overheard and Something Watching all reach across the wing you are standing in.
1.0
Baseline
Where the house stood when this run of work began: the mansion board with its two wings and the grounds, seven room lines, two item decks, the night events, the investigators and the objectives.