- 5 Meeples per player
- 6 Ghost dice, each with 3 Ghost faces and 3 blank faces
- 3 Double-sided Room boards
- 12 Cursed Card types, x8 of each
- Ghost Tokens
The player with the FEWEST Curses win.
During the game, you will acquire Cursed cards that will have a Curse value. Try to collect cards with fewer Curses on them and dispel cards with lots of curses. When you dispel a a card it flips over and its Curses no longer add to your total.
Sometimes you'll get haunted by Ghosts. Having a few ghost tokens is okay. But if you end with the MOST ghosts you will gain a lot of Curses.
Flashlights protect you from Ghosts. It's risky going further into the haunted house, but you can get 1st choice of the cards.
- Sort the Cursed cards by type. Select a number of types based on player count. Shuffle all the cards of those types together and then remove a number of cards based on player count.
|Players||Card Types||Cards to Remove from Deck|
|2 Players||5 Types||Remove 16 Cards|
|3 Players||6 Types||Remove 12 Cards|
|4 Players||7 Types||Remove 8 Cards|
|5 Players||8 Types||Remove 4 Cards|
- Place the 3 Room boards with a random side face-up. Deal 3 cards to each Room.
HOW TO PLAY
On your turn you must place one of your Meeples into a Room. If it is the 3rd Meeple in the Room then the Room will be resolved.
PLACE A MEEPLE
Place 1 Meeple from your supply on an unoccupied space in any Room. Each placed Meeple will allow to claim one of the cards above the Room. A Meeple placed furtger up has a better chance of getting 1st choice of cards, but an increased chance of taking Ghosts tokens. Some Rooms have an effect that will activate immediately after placing a Meeple into them. If you place the 3rd Meeple the Room is immediately resolved. Otherwise play passes to the next player.
RESOLVE A ROOM
1. Roll for Ghosts
Roll a number dice equal to the total of the dice symbols on all cards above the Room board. The owner of each Meeple takes Ghosts tokens equal to the number of Ghosts rolled minus the number of Flashlights on the Meeple's space. Ghost tokens are hidden from other players.
2. Take Cursed Cards
Beginning with the Meeple in the highest space in the room and continuing down, the owner of the Meeple must take a Cursed card of their choice and adds it to a face-up tableau that all players can see. Some cards will trigger an effect immediately after claiming them. Return the Meeple to your supply.
3. Reveal a New Room
Once all Meeples have claimed cards, flip the Room to its opposite side and deal 3 new cards to the Room. If no cards remain in the deck remove the Room board from the game. Play continues with the next player after the player whose Meeple triggered Room resolution. Once every card has been claimed and all 3 Rooms have been removed from play the game ends.
The game ends when all Cursed cards have been taken. Once game end is triggered resolve the following steps.
1. Trigger Cursed Cards with Game End Effects
All players trigger the end game effects of all end game Cursed cards visible in their tableau.
Reveal the Ghost tokens of all players. If a player has the most or is tied for the most Ghost tokens they will gain 1 Curse for every 2 Ghost tokens they have (rounded down).
The player with the FEWEST Curses wins. If there is a tie, the tied player with the FEWEST Ghost tokens win. If still tied, the players share victory.
There are 8 Cursed cards of each type, 2 of each Curse value 1-4.
NOTE FOR BGA IMPLEMENTATION
For all card types that dispel cards of their own type the game will automatically dispel the cards with the highest Curse values, as there is no valid reason to select any other cards.
At game end, dispel the Amulet cards indicated by each of your Amulets. Each Amulet card can only dispel 1 Amulet card with the indicated Curse value.
At game end, if you have 9 or fewer Ghost tokens, dispel all but 1 Cat card.
If you are the 1st player to collect a set of Clock cards whose Curse values add up to 8 or more, immediately dispel 2 Clock cards. After that, collecting a set of Clock cards has no effect.
When you have a set of Doll cards whose Curse values add up to exactly 6, immediately dispel those Doll cards.
When you collect a set 2 Holy Water cards immediately discard half of your Ghost tokens rounded.
When you collect a Mask card, immediately pass 1 Ghost token per mask card in your set to the player on your right. If you have less Ghosts than you are required to pass, pass all possible.
Each time you take a Mirror card, immediately take a Ghost token. When you collect 3 Mirror cards immediately dispel those 3 Mirror cards.
At game end, if you have the most total Curses on Music Box cards, dispel 2 Music Box cards. If tied, all tied players dispel 2 Music Boxes.
At game end, dispel half of your Portrait cards, rounded down.
When you collect a set of 4 Ring cards immediately dispel those 4 Ring cards.
When you collect a set of 2 Tome Cards, choose a card type (not Tomes) and dispel all the cards of that type. Dispelled cards no longer count as part of a set.
When you collect 2 Twin cards with the same Curse value, immediately dispel those 2 Twin cards.
If you place a Meeple on the top space of this Room immediately take a Ghost token.
After the dice are rolled for this Room, the player that placed the 3rd Meeple may re-roll ALL of the dice 1 time.
After the dice are rolled for this Room, the player that placed the 3rd Meeple may change 1 die result.
Place the 3 Cursed cards in this room in left to right in ascending Curse value. The player the takes the leftmost card must first take a Ghost token. The player that takes the rightmost card first discards a Ghost token
If you place a Meeple on the bottom space of this Room immediately discard a Ghost token.
Place the 3rd Cursed card in this Room face-down. When a player places a Meeple in the Room they can look at the face-down card. When a 3rd Meeple is placed, reveal the card.