8
30017607000001 EN QUESTIONS? U.S., Canada, Asia Pacific & Latin America: Wizards of the Coast, Inc. [email protected] P.O. Box 707, Renton WA 98057-0707, U.S.A. 1-800-324-6496 (within the U.S.) 1-206-624-0933 (outside the U.S.) U.K., Eire & South Africa: Wizards of the Coast, Inc., Consumer Affairs [email protected] P.O. Box 43 Caswell Way Newport NP19 4YD GREAT BRITAIN tel: 00 800 22 427276 All Other European Countries: Wizards of the Coast [email protected] p/a Hasbro Belgium ’t Hofveld 6D B-1702 Groot-Bijgaarden BELGIUM +32.70.233.277 ©2004 Wizards of the Coast Inc./Hasbro, Inc. All Rights Reserved

QUESTIONS? & Latin America · & Latin America: Wizards of the ... Each one of them is yours to explore as you live or die in the House on the Hill. GAME COMPONENTS 1 rulebook 2 haunt

Embed Size (px)

Citation preview

30

0176

070

00

001

EN

QU

ES

TIO

NS

?

U.S

., C

anad

a, A

sia

Paci

fi c

& L

atin

Am

eric

a:

Wiz

ards

of t

he C

oast

, Inc

.cu

stse

rv@

wiz

ard

s.co

mP.

O. B

ox 7

07,

Ren

ton

WA

98

057-

0707

,U

.S.A

.1-

800

-324

-649

6 (w

ithin

the

U.S

.) 1-

206-

624-

093

3 (o

utsi

de t

he U

.S.)

U.K

., E

ire

& S

outh

Afr

ica:

Wiz

ards

of t

he C

oast

, Inc

., Co

nsum

er A

ffair

sw

izar

ds@

has

bro

.co

.uk

P.O

. Box

43

Casw

ell W

ayN

ewpo

rt N

P19

4YD

GR

EAT

BR

ITA

INte

l: 00

800

22

4272

76

All

Oth

er E

urop

ean

Cou

ntr

ies:

W

izar

ds o

f the

Coa

stcu

stse

rv@

has

bro

.co

.uk

p/a

Has

bro

Belg

ium

’t H

ofve

ld 6

DB

-170

2 G

root

-Bijg

aard

enB

ELG

IUM

+32

.70.

233.

277

©2

00

4 W

izar

ds o

f th

e C

oast

In

c./H

asbr

o, I

nc.

All

Rig

hts

Res

erve

d

Des

ign

:Br

uce

Gla

ssco

with

con

trib

utio

ns fr

om R

ob D

avia

uD

evel

opm

ent:

Mik

e Se

linke

r (le

ad),

Bill

McQ

uilla

n, B

rian

“Ch

ains

aw”

Cam

pbel

l, M

ons

John

son,

Gw

endo

lyn

F.M

. Kes

trel

, Bill

Sla

vics

ek, B

rian

Tin

sman

, and

Te

euw

ynn

Woo

druf

fFi

ctio

n T

eam

: Te

euw

ynn

Woo

druf

f (le

ad) w

ith B

ruce

Cor

dell

Ed

itor

s: B

rian

Cam

pbel

l and

Cal

Moo

re

Art

Dir

ecto

r: P

eter

Whi

tley

Gra

ph

ic D

esig

n:

Kat

e Ir

win

(lea

d), R

ob D

avia

u, a

nd T

rish

Yoc

hum

Pro

duc

tion

Man

agem

ent:

Kay

McK

ee a

nd T

eres

a N

ewby

Cov

er I

llus

trat

or:

Chri

stop

her

Moe

ller

Til

e Il

lust

rato

r: S

cott

Oku

mur

aB

ran

d L

ead

: La

ura

Veas

eyLe

ad P

layt

este

r: W

arre

n W

yman

Than

ks t

o Th

e Be

ach

Trip

Gan

g an

d Th

e H

asbr

o G

ames

Gro

up, e

spec

ially

the

G

ames

Inte

rns,

The

Wiz

ards

Pla

ytes

ters

, Aar

on A

lber

g, M

ary-

Eliz

abet

h A

llen,

Pau

l Ba

zaka

s, K

ay B

ean,

Tyl

er B

ielm

an, C

arri

e Cl

aybu

rn, M

icha

el C

oope

r, M

artin

Dur

ham

, Li

sa G

lass

co, R

ick

Gla

ssco

, Mik

e G

ray,

Bri

an H

art,

Mar

y K

irch

off,

Scot

t La

rabe

e, F

aith

Pr

ice,

Bill

Ros

e, K

ate

Ros

s, P

atri

ck R

oss,

Liz

Sch

uh, a

nd A

ntho

ny V

alte

rra.

Hou

se o

n th

e H

ill, A

valo

n H

ill, a

nd t

heir

logo

s ar

e tr

adem

arks

of H

asbr

o, In

c. ®

den

otes

Reg

. U.S

. Pat

. &

TM O

ffi ce

. All

righ

ts r

eser

ved.

©20

04 H

asbr

o. M

anuf

actu

red

and

dist

ribu

ted

by W

izar

ds o

f the

Coa

st, I

nc.

Wiz

ards

of t

he C

oast

and

its

logo

are

tra

dem

arks

of W

izar

ds in

the

U.S

.A. a

nd o

ther

cou

ntri

es. ©

2004

W

izar

ds. R

uleb

ooks

pri

nted

in t

he U

.S.A

.

TAB

LE O

F C

ON

TEN

TS

Gam

e O

verv

iew

......

......

......

......

......

......

......

......

......

......

......

......

......

......

.....

2

Gam

e C

omp

onen

ts ..

......

......

......

......

......

......

......

......

......

......

......

......

......

...2

Ob

ject

of

the

Gam

e ...

......

......

......

......

......

......

......

......

......

......

......

......

......

..2

Setu

p ..

......

......

......

......

......

......

......

......

......

......

......

......

......

......

......

......

......

...2

On

You

r T

urn

M

ovin

g ....

......

......

......

......

......

......

......

......

......

......

......

......

......

......

......

4

D

isco

veri

ng a

New

Roo

m ...

......

......

......

......

......

......

......

......

......

......

4

D

raw

ing

Om

en, I

tem

, and

Eve

nt C

ards

.....

......

......

......

......

......

....5

U

sing

Item

and

Om

en C

ards

......

......

......

......

......

......

......

......

......

....7

A

ttem

ptin

g a

Die

Rol

l ....

......

......

......

......

......

......

......

......

......

......

.....

7

M

akin

g an

Att

ack

......

......

......

......

......

......

......

......

......

......

......

......

....8

Th

e H

aun

t

M

akin

g a

Hau

nt R

oll .

......

......

......

......

......

......

......

......

......

......

......

....9

R

evea

ling

the

Hau

nt ...

......

......

......

......

......

......

......

......

......

......

......

10

H

aunt

Set

up ..

......

......

......

......

......

......

......

......

......

......

......

......

......

...11

H

aunt

Tur

n O

rder

......

......

......

......

......

......

......

......

......

......

......

......

..11

Th

e T

rait

or’s

New

Pow

ers

......

......

......

......

......

......

......

......

......

......

......

.12

How

Mon

ster

s W

ork

.....

......

......

......

......

......

......

......

......

......

......

......

......

.12

Win

nin

g t

he

Gam

e....

......

......

......

......

......

......

......

......

......

......

......

......

......

13

SID

EB

AR

S

Spec

ial R

oom

s ....

......

......

......

......

......

......

......

......

......

......

......

......

......

......

.....

6

Spec

ial A

ttac

ks ..

......

......

......

......

......

......

......

......

......

......

......

......

......

......

......

9

Opt

iona

l Rul

e: S

elec

ting

the

Hau

nt ..

......

......

......

......

......

......

......

......

......

11

Mov

ing

Past

Opp

onen

ts ..

......

......

......

......

......

......

......

......

......

......

......

......

.12

Wha

t H

appe

ns t

o M

y St

uff I

f I D

ie?

......

......

......

......

......

......

......

......

......

..12

Her

oes

and

Secr

ets .

......

......

......

......

......

......

......

......

......

......

......

......

......

....1

3

Wh

at I

f T

her

e Is

n’t

a R

ule

for

Th

at?

Man

y h

ours

wen

t in

to p

layt

esti

ng

this

gam

e, b

ut i

t’s

stil

l po

ssib

le y

ou’l

l

run

in

to s

itua

tion

s w

her

e th

e ga

me

rule

s or

hau

nt

book

s do

n’t

cle

arly

answ

er a

que

stio

n a

bout

gam

e pl

ay. D

on’t

let

th

at s

low

you

dow

n. I

n s

uch

case

s, c

ome

to a

n a

gree

men

t as

a g

roup

for

wh

at m

akes

th

e m

ost

sen

se

and

go w

ith

it.

(If

th

at d

oesn

’t w

ork

, fl i

p a

coin

to

deci

de.)

Th

en c

onti

nue

your

exp

erie

nce

in

th

e h

ouse

.

room

til

e st

ack

3 c

ard

stac

ks:

om

en, i

tem

, eve

nt

char

acte

r ca

rds

w/c

lips

star

tin

gti

les:

Upp

erLa

ndi

ng,

Bas

emen

tLa

ndi

ng

8 d

ice

star

tin

g ti

le:

Entr

ance

Hal

l w

/3

pla

stic

fig

ures

GA

ME

OV

ER

VIE

WIn

Betr

ayal

at H

ouse

on

the

Hill

, eac

h pl

ayer

cho

oses

a c

hara

cter

to

expl

ore

a cr

eepy

old

ho

use.

As

you

expl

ore

the

hous

e, y

ou d

isco

ver

new

roo

ms.

Eac

h tim

e yo

u en

ter

a ne

w r

oom

, yo

u m

ight

fi nd

som

ethi

ng .

. . o

r so

met

hing

mig

ht fi

nd y

ou. E

xplo

rers

get

bet

ter

(or

wor

se)

depe

ndin

g on

how

the

y de

al w

ith t

he h

ouse

’s s

urpr

ises

. The

hou

se is

diff

eren

t ea

ch t

ime

you

build

it.

At

som

e ra

ndom

poi

nt d

urin

g th

e ga

me,

one

exp

lore

r tr

igge

rs a

sce

nari

o ca

lled

a h

aun

t.W

hen

the

haun

t is

rev

eale

d, o

ne e

xplo

rer

betr

ays

ever

yone

els

e. T

hat

expl

orer

bec

omes

a

trai

tor

bent

on

defe

atin

g hi

s fo

rmer

com

pani

ons.

The

res

t of

the

exp

lore

rs b

ecom

e h

eroe

s st

rugg

ling

to s

urvi

ve. F

rom

the

n on

, the

gam

e is

a fi

ght

betw

een

the

trai

tor

and

the

hero

es .

. . o

ften

a fi

ght

to t

he d

eath

.

This

gam

e ha

s 50

hau

nts,

and

eac

h on

e te

lls a

diff

eren

t st

ory.

Eac

h on

e of

the

m is

you

rs

to e

xplo

re a

s yo

u liv

e or

die

in t

he H

ouse

on

the

Hill

.

GA

ME

C

OM

PO

NE

NT

S1

rule

book

2 ha

unt

book

s (T

raito

r’s

Tom

ean

dSe

cret

s of

Sur

viva

l)

44 r

oom

tile

s

1 En

tran

ce H

all t

ile (3

roo

ms)

6 pl

astic

cha

ract

er fi

gure

s

6 tw

o-si

ded

char

acte

r ca

rds

30 p

last

ic c

lips

8 di

ce

1 Tu

rn/D

amag

e Tr

ack

13 o

men

car

ds

22 it

em c

ards

45 e

vent

car

ds

291

toke

ns, i

nclu

ding

:

12 la

rge

circ

ular

mon

ster

to

kens

(inc

lude

s ar

t)

204

circ

ular

mon

ster

tok

ens

14 s

quar

e ev

ent

and

room

to

kens

43 p

enta

gona

l ite

m t

oken

s

18 t

rian

gula

r tr

ait

roll

toke

ns

OB

JEC

T O

F T

HE

GA

ME

Expl

ore

the

hous

e an

d m

ake

your

cha

ract

er s

tron

ger

until

th

e “h

aunt

” sc

enar

io b

egin

s. A

fter

tha

t, yo

ur g

oal i

s to

co

mpl

ete

your

sid

e’s

vict

ory

cond

ition

fi rs

t, ei

ther

as

a tr

aito

r or

a h

ero.

SE

TU

P

•Se

t as

ide

the

Tra

itor

’s T

ome

and

Secr

ets

of

Surv

ival

hau

nt

book

s. Y

ou’ll

use

the

m a

fter

the

ha

unt

is r

evea

led.

•Ea

ch p

laye

r ch

oose

s a

char

acte

r ca

rd. T

here

’s a

di

ffere

nt e

xplo

rer

on e

ach

side

of a

cha

ract

er c

ard.

Pi

ck o

ne.

•A

ttac

h 4

pla

stic

cli

ps t

o yo

ur e

xplo

rer

card

. Eac

h

one

shou

ld p

oin

t to

on

e of

th

e ex

plor

er’s

GR

EE

N

star

tin

g n

umbe

rs fo

r hi

s or

her

Spe

ed, M

ight

, K

now

ledg

e, a

nd S

anity

.

•Sh

uffl

e a

stac

k of

om

en c

ards

and

put

it fa

cedo

wn

whe

re e

very

one

can

reac

h it

. Do

the

sam

e w

ith t

he

item

car

ds a

nd t

he e

vent

car

ds.

• Fi

nd t

he B

asem

ent

Lan

din

g, E

ntr

ance

Hal

l/Fo

yer/

Gra

nd

Stai

rcas

e, a

nd

Upp

er L

andi

ng

room

tile

s.

Plac

e th

em fr

om le

ft t

o ri

ght

reas

onab

ly fa

r ap

art.

•M

ix a

ll o

f th

e re

st o

f th

e ro

om t

iles

tog

eth

er a

nd

put

them

fac

edow

n i

n a

sta

ck. (

Don

’t w

orry

abo

ut

whi

ch fl

oor

is s

how

n on

the

bac

k of

the

tile

s.)

•Ea

ch p

laye

r m

ust

put

his

or

her

exp

lore

r’s

plas

tic

fi gu

re i

n t

he

Entr

ance

Hal

l. (E

ach

expl

orer

’s fi

gure

m

atch

es t

he c

olor

beh

ind

an e

xplo

rer’

s pi

ctur

e on

his

or

her

cha

ract

er c

ard.

)

•Pu

t th

e di

ce i

n a

pil

e w

ith

in e

asy

reac

h. Y

ou’ll

nee

d th

em t

hrou

ghou

t th

e ga

me.

•Se

e w

ho

goes

fi rs

t. T

he e

xplo

rer

who

has

the

nex

t bi

rthd

ay g

oes

fi rst

. (Lo

ok o

n yo

ur e

xplo

rer’

s ch

arac

ter

card

to

see

his

or h

er b

irth

day.

) Pla

yers

tak

e tu

rns

cloc

kwis

e fo

llow

ing

the

fi rst

exp

lore

r.

•A

fter

set

up, t

he ta

ble

shou

ld lo

ok s

omet

hing

like

this

:

2

| R

ULE

S

RU

LES

| 3

HO

W T

O P

LAY

Star

ting

with

the

fi rs

t pl

ayer

and

goi

ng c

lock

wis

e, e

ach

play

er t

akes

a t

urn

expl

orin

g th

e ho

use.

ON

YO

UR

TU

RN

. .

.…

you

can

do

as m

any

of t

he fo

llow

ing

actio

ns a

s yo

u w

ant,

in a

ny o

rder

:

• Yo

u ca

n m

ove.

• Yo

u ca

n di

scov

er a

new

roo

m.

• Yo

u ca

n at

tem

pt a

die

rol

l.

• Yo

u ca

n us

e it

ems

or o

men

car

ds.

• Yo

u ca

n at

tack

(onc

e du

ring

you

r tu

rn a

fter

the

hau

nt s

tart

s).

Befo

re t

he h

aunt

sta

rts,

you

mus

t m

ake

a h

aun

t ro

llat

the

end

of y

our

turn

if y

ou d

raw

an

omen

car

d (s

ee “

Mak

ing

a H

aunt

Rol

l”).

The

gam

e ha

s a

few

new

tw

ists

aft

er t

he h

aunt

st

arts

(as

desc

ribe

d in

“Th

e H

aunt

”).

Mov

ing

On

your

exp

lore

r’s

turn

, you

can

mov

e up

to

num

ber

of s

pace

s eq

ual t

o yo

ur c

hara

cter

’s

curr

ent

Spee

d. W

hene

ver

a ga

me

effe

ct m

akes

you

dra

w a

car

d, y

ou m

ust

STO

P m

ovin

g fo

r th

e re

st o

f you

r tu

rn.

Dis

cove

rin

g a

New

Roo

mW

hen

your

exp

lore

r en

ters

a d

oorw

ay, a

nd t

here

isn

’t a

room

on

the

othe

r si

de, l

ook

at t

he

top

tile

on t

he r

oom

sta

ck. I

f it

has

the

nam

e of

the

fl oo

r yo

u ar

e on

(gro

und

fl oor

, bas

emen

t, or

upp

er fl

oor)

, tur

n it

over

and

con

nect

it t

o th

e do

orw

ay y

ou ju

st e

nter

ed. T

hen

mov

e in

to t

hat

room

. Add

eac

h ne

w t

ile a

s lo

gica

lly a

s yo

u ca

n, c

reat

ing

adja

cent

roo

ms

with

co

nnec

ting

door

s. (C

onne

ct d

oorw

ays

whe

neve

r po

ssib

le.)

If th

e to

p til

e ca

n’t

go o

n th

e fl o

or y

ou’r

e cu

rren

tly o

n, s

et

it as

ide

face

dow

n in

a d

isca

rd p

ile. K

eep

sett

ing

tiles

asi

de

until

you

fi nd

one

tha

t w

orks

on

your

fl oo

r. (S

ome

tiles

wor

k on

mor

e th

an o

ne fl

oor.)

An

expl

orer

can

mov

e th

roug

h a

door

if it

con

nect

s to

an

othe

r do

or in

an

adja

cent

roo

m. D

oors

are

alw

ays

open

. Th

e on

e ex

cept

ion

is t

he f

ron

t do

or. I

t’s a

lway

s lo

cked

. You

ca

n’t

leav

e th

e ho

use

or u

se t

he fr

ont

door

unl

ess

a ha

unt

says

oth

erw

ise.

(Out

side

roo

ms

like

the

Patio

are

stil

l par

t of

th

e ho

use.

)

Stai

rcas

es c

onne

ct fl

oors

. The

Gra

nd

Stai

rcas

e al

way

s co

nnec

ts t

o th

e U

pper

Lan

din

g. T

he

Stai

rs f

rom

Bas

emen

t al

way

s le

ad t

o an

d fr

om t

he F

oyer

thro

ugh

a se

cret

doo

r. (Y

ou c

an’t

use

the

Stai

rs f

rom

Bas

emen

t un

til y

ou d

isco

ver

that

roo

m in

the

bas

emen

t.)

Som

e ro

oms

also

hav

e ru

les

on t

hem

, whi

ch a

pply

to

your

exp

lore

r ea

ch t

ime

you

ente

r th

e ro

om. S

ome

room

s af

fect

mov

emen

t. A

few

roo

ms

are

clar

ifi ed

in t

he “

Spec

ial R

oom

s” s

ideb

ar.

Wh

at h

app

ens

if w

e g

et t

o th

e en

d

of t

he

stac

k o

f ro

om t

iles

?

If yo

u go

thr

ough

the

who

le s

tack

of r

oom

tile

s, s

huffl

e th

e til

es y

ou

set

asid

e in

a d

isca

rd p

ile, a

nd t

hen

cont

inue

with

the

new

sta

ck. I

f you

run

out

of r

oom

tile

s fo

r on

e of

the

fl oor

s of

the

hou

se (t

he b

asem

ent,

grou

nd fl

oor,

or

uppe

r le

vel),

you

can

’t di

scov

er a

ny m

ore

room

s on

that

floo

r —

you

’ve

foun

d th

em a

ll.

In t

his

exam

ple,

if y

our

expl

orer

has

a S

peed

of 3

, yo

u ca

n m

ove

from

the

En

tran

ce H

all

to t

he F

oyer

,th

en fr

om t

he F

oyer

to

the

Kit

chen

, and

the

n to

the

D

inin

g R

oom

. If y

ou’r

e fe

elin

g m

ore

adve

ntur

ous,

you

co

uld

go t

hrou

gh o

ne o

f the

em

pty

door

way

s in

the

En

tran

ce H

all

or F

oyer

and

dis

cove

r a

new

roo

m. I

f th

e ne

w r

oom

you

fi nd

doe

sn’t

requ

ire

you

to d

raw

a

card

, you

can

kee

p go

ing

. . .

but

if it

does

, you

hav

e to

sto

p.

Dra

win

g O

men

, It

em,

and

Eve

nt

Car

ds

A r

oom

may

hav

e a

card

sym

bol

on

it. T

he

fi rst

tim

e yo

u di

scov

er a

roo

m w

ith a

car

d sy

mbo

l, yo

u m

ust

end

your

mov

e in

tha

t ro

om a

nd d

raw

the

app

ropr

iate

car

d.

If th

e ro

om h

as a

spi

ral s

ymbo

l , d

raw

an

even

tca

rd. R

ead

it ou

t lo

ud. F

ollo

w it

s in

stru

ctio

ns, w

hich

m

ay r

equi

re y

ou t

o at

tem

pt r

olls

. The

n di

scar

d th

e ca

rd

unle

ss it

say

s ot

herw

ise

or h

as a

n on

goin

g ef

fect

.

If th

e ro

om h

as a

bul

l’s h

ead

sym

bol

, dra

w a

n it

emca

rd. R

ead

it ou

t lo

ud. P

lace

it fa

ce u

p in

fron

t of

you

; yo

u no

w h

ave

it in

you

r po

sses

sion

. You

may

use

it o

nce

imm

edia

tely

and

onc

e on

eac

h of

you

r tu

rns,

unl

ess

it sa

ys o

ther

wis

e.

If th

e ro

om h

as a

rav

en s

ymbo

l , d

raw

an

omen

card

. Rea

d it

out

loud

. Pla

ce it

face

up

in fr

ont

of y

ou;

you

now

hav

e it

in y

our

poss

essi

on. Y

ou m

ight

hav

e to

do

som

ethi

ng im

med

iate

ly. A

t th

e en

d of

you

r tu

rn, y

ou

mus

t mak

e a

hau

nt

roll.

(See

“M

akin

g a

Hau

nt R

oll.”

)

4

| R

ULE

S

RU

LES

| 5

Entr

ance

Hal

l

Foye

r

Kit

chen

Din

ing

Roo

m

<<

Gra

phic

of

Expl

orer

car

d hi

ghlig

htin

g th

e 4

trai

ts h

ere.

>>

Usi

ng

Ite

ms

and

Om

en C

ard

sYo

u ca

n us

e an

item

onc

e at

any

poi

nt d

urin

g yo

ur t

urn

. Mos

t om

en c

ards

(exc

ept

the

Bite

car

d) a

re a

lso

item

s yo

u ke

ep,

and

they

’re

used

like

oth

er it

ems.

Onc

e du

ring

you

r tu

rn, y

ou c

an d

o ea

ch o

f the

follo

win

g:

• G

ive

an it

em t

o an

othe

r ex

plor

er in

the

sam

e ro

om

(ass

umin

g yo

u bo

th a

gree

).

• D

rop

any

num

ber

of it

ems.

(If y

ou d

o, p

ut a

n It

emPi

le t

oken

in t

hat

room

.) A

noth

er e

xplo

rer

(or

you,

for

that

mat

ter)

can

late

r pi

ck u

p so

me

or a

ll of

the

item

s in

the

pile

, rem

ovin

g th

e to

ken

if al

l of t

he it

ems

are

pick

ed u

p.

• Pi

ck u

p on

e or

mor

e ite

ms

from

a p

ile o

f ite

ms.

Som

e ite

ms,

like

the

Arm

or, c

an’t

be t

rade

d, b

ut t

hey

can

be

drop

ped

or p

icke

d up

.

Som

e om

ens,

like

the

Dog

, are

n’t

item

s at

all,

so

they

can

’t be

dro

pped

or

trad

ed. T

hey’

re c

ompa

nion

s th

at fo

llow

th

e ex

plor

er w

ho h

as c

usto

dy o

f the

m.(

The

Dog

, Gir

l, an

d M

adm

an a

ll w

ork

this

way

.)

Spec

ial

Roo

ms

Man

y ro

om t

iles

have

rul

es p

rint

ed o

n th

em, b

ut s

ome

of t

hem

al

so h

ave

spec

ial r

ules

, lis

ted

here

.

Th

e En

tran

ce H

all:

The

Ent

ranc

e H

all,

Foye

r, a

nd G

rand

St

airc

ase

are

all o

n th

e sa

me

room

tile

, but

the

y co

unt

as t

hree

se

para

te r

oom

s.

Th

e M

ysti

c El

evat

or

This

tile

mov

es a

s so

on a

s yo

u en

ter

it. R

oll 2

dic

e an

d pu

t it

adja

cent

to

a co

nnec

ting

door

on

the

appr

opri

ate

fl oor

. (If

ther

e is

n’t

one,

leav

e th

e M

ystic

Ele

vato

r w

here

it is

.) If

you

roll

the

sam

e fl o

or, y

ou c

an m

ove

the

elev

ator

to

a di

ffere

nt c

onne

ctin

g do

or o

n yo

ur fl

oor.

You

can

use

the

elev

ator

onl

y on

ce a

tur

n.

Th

e C

oal

Ch

ute

Ente

ring

the

Coa

l C

hut

e an

d m

ovin

g to

the

Bas

emen

t La

ndi

ng

coun

ts a

s on

e sp

ace

of m

ovem

ent.

A t

urn

can

’t en

d w

ith a

n ex

plor

er o

r m

onst

er o

n th

e C

oal

Ch

ute

spac

e. (T

hat

fi gur

e w

ill

alw

ays

slid

e do

wn

to t

he B

asem

ent

Lan

din

g.)

Th

e Va

ult

Onc

e th

e Va

ult

has

been

ope

ned,

put

the

Vau

lt E

mpt

y to

ken

on it

.

Th

e C

olla

psed

Roo

m

Onl

y th

e ex

plor

er w

ho fi

rst

disc

over

s th

e C

olla

psed

Roo

m n

eeds

to

mak

e th

e Sp

eed

roll

liste

d th

ere.

The

reaf

ter,

any

exp

lore

r en

teri

ng t

he r

oom

can

eith

er ig

nore

the

roo

m a

bilit

y or

use

it

inte

ntio

nally

, in

whi

ch c

ase

that

exp

lore

r st

ill t

akes

the

dam

age.

Fa

lling

to

the

base

men

t do

esn

’t co

unt

as m

ovin

g a

spac

e.

Onl

y th

e fi r

st e

xplo

rer

to fa

ll to

the

base

men

t fro

m th

e Co

llape

d Ro

om d

raw

s an

d pl

aces

a b

asem

ent t

ile. P

ut th

e B

elow

Col

laps

ed R

oom

toke

n on

the

room

whe

re th

e fi r

st p

erso

n la

nded

.

Th

e C

rypt

M

onst

ers

igno

re t

his

room

’s s

peci

al r

ules

.

Th

e Fu

rnac

e R

oom

M

onst

ers

igno

re t

his

room

’s s

peci

al r

ules

.

Th

e C

has

m, C

atac

ombs

, Vau

lt, a

nd

Tow

er

Thes

e ar

e al

l bar

rier

roo

ms.

A b

arri

er c

an s

top

you

from

mov

ing

to t

he o

ther

sid

e of

the

roo

m. C

ross

ing

a ba

rrie

r re

quir

es a

tr

ait

roll

liste

d on

the

roo

m t

ile (e

ither

Mig

ht, S

peed

, San

ity, o

r K

now

ledg

e). Y

ou c

an a

ttem

pt t

his

roll

once

dur

ing

your

tur

n.

Cros

sing

the

bar

rier

doe

sn’t

coun

t as

mov

ing

a sp

ace.

If y

ou fa

il th

e ro

ll, y

ou c

an’t

cros

s th

e ba

rrie

r, t

houg

h yo

u ca

n st

ill m

ove

back

the

way

you

cam

e. M

onst

ers

alw

ays

igno

re b

arri

ers.

Wh

at h

appe

ns

if t

he

rule

s in

th

e bo

ok a

nd

the

rule

s on

a c

ard

con

fl ic

t?

If th

is h

appe

ns, u

se t

he

rule

s on

the

car

d.

Att

emp

tin

g a

D

ie R

oll

Man

y tim

es d

urin

g th

e ga

me,

yo

u’ll

need

to r

oll d

ice.

For

in

stan

ce, y

ou m

ight

nee

d to

ro

ll di

ce fo

r a

card

you

’ve

draw

n or

whe

n yo

ur e

xplo

rer

mov

es o

nto

a ro

om ti

le.

If a

card

tel

ls y

ou t

o ro

ll a

spec

ifi c

num

ber

of d

ice,

do

so a

nd a

dd t

he n

umbe

r of

do

ts o

n ea

ch d

ie t

o ge

t th

e re

sult

of t

he d

ie r

oll.

Then

do

wha

t th

e ca

rd s

ays

for

that

res

ult.

Som

etim

es a

car

d or

roo

m

tile

tells

you

to

atte

mpt

a

roll

base

d on

one

of

your

exp

lore

r’s

trai

ts

(Spe

ed, M

ight

, San

ity, o

r K

now

ledg

e). W

hen

that

ha

ppen

s, r

oll a

s m

any

dice

as

you

r ex

plor

er c

urre

ntly

ha

s in

tha

t tr

ait.

For

exam

ple,

if y

our

expl

orer

m

ust

atte

mpt

a S

anity

rol

l, an

d sh

e cu

rren

tly h

as a

Sa

nity

of 4

, rol

l 4 d

ice

and

add

the

dots

tog

ethe

r to

ge

t th

e re

sult

. Whe

ther

you

su

ccee

d or

fail,

the

car

d or

til

e w

ill t

ell y

ou t

he r

esul

ts

of y

our

atte

mpt

.

6

| R

ULE

S

RU

LES

| 7

Mak

ing

an

Att

ack

Onc

e du

ring

you

r tu

rn, y

ou c

an a

ttac

k an

opp

onen

t in

the

sam

e ro

om. Y

ou c

an’t

atta

ck

anyo

ne u

ntil

afte

r th

e ha

unt

star

ts.

Whe

n yo

u m

ake

an a

ttac

k, r

oll a

num

ber

of d

ice

equa

l to

your

Mig

ht. Y

our

oppo

nent

doe

s th

e sa

me.

Who

ever

rol

ls a

hig

her

resu

lt in

fl ict

s ph

ysic

al d

amag

e to

the

oth

er e

xplo

rer

or m

onst

er. T

hat

play

er d

efea

ts h

is o

r he

r op

pone

nt. T

he a

mou

nt o

f dam

age

equa

ls t

he

diffe

renc

e be

twee

n th

e tw

o ro

lls. (

For

exam

ple,

if y

ou r

oll a

6 a

nd y

our

oppo

nent

get

s a

5,

you

wou

ld in

fl ict

1 p

oint

of p

hysi

cal d

amag

e.) I

f the

re’s

a t

ie, n

o on

e ge

ts h

urt.

Whe

n yo

u ta

ke p

hysi

cal d

amag

e, y

ou lo

wer

you

r ex

plor

er’s

Mig

ht a

nd/o

r Sp

eed

trai

ts a

tot

al

num

ber

of s

pace

s eq

ual t

o th

e am

ount

of d

amag

e yo

u to

ok.

Onc

e th

e ha

unt

begi

ns, i

f any

of y

our

trai

ts (S

peed

, Mig

ht, S

anity

, or

Kno

wle

dge)

mov

es

dow

n to

the

sku

ll sy

mbo

l , y

our

expl

orer

die

s. B

efor

e th

e ha

unt

star

ts, n

o on

e ca

n di

e—th

at

is, n

o tr

ait

can

go b

elow

the

low

est

num

ber

on t

he li

st (i

t st

ays

at t

he lo

wes

t va

lue

inst

ead)

.

Som

etim

es a

car

d or

a h

aunt

lets

you

mak

e an

att

ack

with

a t

rait

othe

r th

an M

ight

. Thi

s is

don

e th

e sa

me

way

as

a M

ight

att

ack,

exc

ept

you

and

your

opp

onen

t us

e an

othe

r tr

ait.

For

exam

ple,

if y

ou m

ake

a Sp

eed

atta

ck, y

ou a

nd y

our

oppo

nent

rol

l dic

e ba

sed

on S

peed

. Sp

eed

atta

cks

infl i

ct p

hysi

cal d

amag

e lik

e M

ight

att

acks

.

Whe

n a

card

or

a ha

unt

lets

you

att

ack

with

San

ity

or K

now

ledg

e, t

hen

you

infl i

ct m

enta

lda

mag

e. Y

ou a

nd y

our

oppo

nent

mov

e do

wn

your

San

ity a

nd/o

r K

now

ledg

e tr

aits

.

You

can

’t us

e a

trai

t to

att

ack

an o

ppon

ent

who

doe

sn’t

have

tha

t tr

ait.

For

inst

ance

, if a

m

onst

er d

oesn

’t ha

ve S

anity

, you

can

’t m

ake

a Sa

nity

att

ack

agai

nst

it.

Som

etim

es w

hen

you

atta

ck, y

ou d

o so

met

hing

oth

er t

han

dam

age

your

opp

onen

t. Fo

r in

stan

ce, y

ou m

ay b

e ab

le t

o st

eal a

n ite

m (s

ee “

Spec

ial A

ttac

ks”)

.

Mon

ster

s ar

e on

ly s

tunn

ed w

hen

you

defe

at t

hem

, unl

ess

a ha

unt

spec

ifi es

oth

erw

ise.

TH

E H

AU

NT

Mak

ing

a H

aun

t R

oll

Befo

re t

he h

aunt

sta

rts,

you

mus

t ro

ll 6

dice

at

the

end

of

your

tur

n ea

ch t

ime

you

draw

an

omen

car

d. T

his

is c

alle

d a

haun

t ro

ll. I

f yo

u ro

ll l

ess

than

th

e to

tal

num

ber

of o

men

ca

rds

all

play

ers

hav

e dr

awn

th

is g

ame,

th

e h

aun

t st

arts

.Th

e pl

ayer

who

sta

rts

the

haun

t w

ith t

his

roll

is c

alle

d th

e h

aun

t re

veal

er.

For

exam

ple,

if y

ou d

raw

an

omen

car

d on

you

r tu

rn, a

nd t

he

play

ers

have

alr

eady

dra

wn

a to

tal o

f 4 o

men

car

ds d

urin

g th

e ga

me,

you

nee

d a

resu

lt of

4 o

r le

ss o

n yo

ur h

aunt

rol

l to

star

t th

e ha

unt.

Spec

ial

Att

ack

s

Dis

tan

ce a

ttac

ks:

The

Rev

olve

r al

low

s yo

u to

att

ack

som

eone

in a

roo

m w

ithin

you

r li

ne

of s

igh

t—a

path

tha

t

lead

s th

roug

h an

uni

nter

rupt

ed s

trai

ght

line

of d

oors

. You

take

no

dam

age

if th

e su

bjec

t of

you

r di

stan

ce a

ttac

k de

feat

s

you.

Som

e m

onst

ers

can

also

mak

e di

stan

ce a

ttac

ks.

Stea

lin

g it

ems:

If y

ou a

ttac

k so

meo

ne a

nd in

fl ict

2 o

r

mor

e po

ints

of p

hysi

cal d

amag

e, y

ou c

an s

teal

a t

rada

ble

item

inst

ead

of d

oing

the

dam

age.

You

can

’t do

thi

s w

ith a

dist

ance

att

ack.

Exa

mp

le o

f T

akin

g

Dam

age

Let’s

say

you

r ex

plor

er,

Jenn

y Le

Cler

c, ju

st a

ttac

ked

a W

erew

olf.

She

has

a M

ight

of

4, s

o yo

u ro

ll 4

dice

for

her

atta

ck. Y

ou g

et a

5 o

n yo

ur a

ttac

k ro

ll. T

hen

trai

tor

rolls

an

8 fo

r th

e W

erew

olf!

Jenn

y th

en h

as t

o ta

ke 3

po

ints

of p

hysi

cal d

amag

e.

You

choo

se t

o lo

wer

her

M

ight

2 s

pace

s an

d he

r Sp

eed

dow

n 1

spac

e (b

y sl

idin

g th

e pl

astic

clip

s to

th

e ne

w n

umbe

rs).

Jenn

y’s

still

aliv

e, b

ut s

he’s

hur

t!

8

| R

ULE

S

RU

LES

| 9

Hau

nt

Setu

pD

o th

e fo

llow

ing

at t

he s

tart

of t

he h

aunt

:

• Th

e tr

aito

r ta

kes

the

Trai

tor’

s To

me

and

leav

es t

he

room

. The

tra

itor

rea

ds o

nly

the

haun

t th

at is

st

arti

ng n

ow.

• Th

e re

st o

f the

pla

yers

bec

ome

her

oes.

The

y lo

ok

up t

he h

aunt

with

the

sam

e nu

mbe

r in

Sec

rets

of

Surv

ival

and

rea

d it

toge

ther

. (Th

e he

roes

sho

uld

also

ta

lk b

riefl

y a

bout

the

ir p

lan

for

surv

ival

.)

• W

hen

ever

yone

is r

eady

(inc

ludi

ng t

he t

raito

r), t

he

trai

tor

retu

rns

to t

he r

oom

. Bot

h si

des

(the

her

oes

and

the

trai

tor)

do

anyt

hing

the

hau

nt t

old

them

to

do

in t

he R

igh

t N

ow s

ectio

n. (

For

exam

ple,

som

etim

es

you’

ll ha

ve t

o pu

t to

kens

in t

he h

ouse

or

draw

car

ds.)

Hau

nt

Tur

n O

rder

The

fi rst

tur

n al

way

s st

arts

with

the

pla

yer

to t

he t

raito

r’s

left

and

goe

s cl

ockw

ise

(furt

her

away

from

the

tra

itor)

. Eac

h of

the

her

oes

gets

a h

ero

turn

. Aft

er e

ach

hero

has

had

a

turn

, the

tra

itor

gets

his

or

her

trai

tor

turn

.Aft

er t

he t

raito

r’s

turn

, any

mon

ster

s co

ntro

lled

by t

he t

raito

r ge

t a

mon

ster

turn

. (O

ne p

laye

r ge

ts t

wo

turn

s: o

ne fo

r th

e tr

aito

r an

d on

e fo

r th

e m

onst

ers.

) The

n th

e fi r

st h

ero

to t

he le

ft o

f the

tra

itor

goes

, and

so

on.

The

hero

es a

nd t

raito

r ar

e al

l stil

lexp

lore

rs. T

hey

can

do

the

sam

e th

ings

the

y di

d be

fore

the

hau

nt w

as r

evea

led,

ex

cept

the

y do

n’t

have

to

atte

mpt

furt

her

haun

t ro

lls (e

ven

if on

e of

the

m g

ets

an o

men

car

d). T

he t

raito

r ha

s to

tel

l the

he

roes

wha

t he

or

she

is d

oing

eac

h tu

rn, b

ut n

ot w

hy; t

he

sam

e co

nditi

on a

pplie

s to

the

her

oes.

Aft

er t

he h

aunt

beg

ins,

exp

lore

rs c

an d

ie.I

f one

of y

our

expl

orer

’s 4

tra

its m

oves

dow

n to

a s

kull

, the

n th

at

expl

orer

die

s. S

omet

imes

dur

ing

a ha

unt,

a he

ro w

ill a

ctua

lly

beco

me

a tr

aito

r w

hen

he o

r sh

e “d

ies.

Som

etim

es t

he t

raito

r is

tra

nsfo

rmed

or

othe

rwis

e di

spos

ed

of a

t th

e st

art

of t

he h

aunt

, but

the

tra

itor

still

get

s a

turn

af

ter

all t

he h

eroe

s do

. Eve

n if

the

trai

tor

dies

, as

long

as

the

mon

ster

s ca

n co

mpl

ete

the

haun

t’s g

oals

, the

mon

ster

s st

ill

get

thei

r tu

rn (a

nd t

he t

raito

r co

ntro

ls t

hem

).

Op

tion

al

Ru

le:

Sele

ctin

g

the

Ha

un

t

If yo

u co

nsul

t th

e ch

art

and

get

a ha

unt

you’

ve

used

alr

eady

, and

you

do

n’t

wan

t to

do

it ag

ain,

lo

ok fo

r th

e ne

xt r

oom

w

ith a

n om

en s

ymbo

l cl

oses

t to

the

rev

eale

r of

the

hau

nt. M

atch

tha

t ro

om t

o th

e ch

art

(usi

ng

the

sam

e om

en) t

o fi n

d a

new

hau

nt n

umbe

r. Co

ntin

ue g

oing

from

roo

m

to r

oom

thi

s w

ay u

ntil

you

fi nd

a ha

unt

that

you

ha

ven

’t re

veal

ed. I

f you

ge

t th

roug

h al

l the

pla

ced

room

s, lo

ok a

t th

e ne

xt

omen

you

hav

e an

d do

th

e sa

me

thin

g. W

ith t

his

optio

nal r

ule,

you

can

pla

y th

roug

h al

l of t

he h

aunt

s w

ithou

t re

peat

ing

ones

yo

u’ve

alr

eady

pla

yed.

Rev

eali

ng

th

e H

aun

tW

hen

a pl

ayer

mak

es a

hau

nt r

oll a

nd s

tart

s th

e ha

unt,

that

pl

ayer

look

s on

the

insi

de fr

ont

cove

r of

Sec

rets

of S

urvi

val

or t

he T

raito

r’s

Tom

e. A

hau

nt c

hart

on

that

pag

e sh

ows

whi

ch h

aunt

has

bee

n re

veal

ed .

. . a

nd w

ho is

the

tra

itor

.

The

char

t on

the

insi

de c

over

has

a lis

t of

om

en c

ards

(acr

oss

the

top

of t

he c

hart

) and

a li

st o

f roo

ms

(alo

ng t

he s

ide

of t

he

char

t). L

ook

at t

he n

ame

of t

he o

men

car

d th

at w

as d

raw

n be

fore

the

hau

nt r

oll a

nd t

he r

oom

tha

t pl

ayer

’s e

xplo

rer

was

in w

hen

the

omen

was

dra

wn

. Fin

d th

e co

rres

pond

ing

hau

nt

num

ber.

Thi

s is

the

hau

nt y

ou’r

e go

ing

to p

lay.

Whe

n yo

u fi n

d ou

t w

ho t

he t

raito

r is

, giv

e th

e Tr

aito

r’s

Tom

e to

tha

t pl

ayer

. The

hau

nt r

evea

ler

(tha

t is

, the

pla

yer

who

suc

cess

fully

mad

e th

e ha

unt

roll)

is N

OT

nece

ssar

ily

the

trai

tor.

Spec

ial C

ases

: If t

wo

or m

ore

peop

le c

ould

be

the

trai

tor,

an

d on

e of

the

m is

the

hau

nt r

evea

ler,

the

n th

at p

erso

n is

th

e tr

aito

r. If

neith

er o

ne w

as t

he h

aunt

rev

eale

r, t

hen

the

clos

est

play

er o

n th

e ha

unte

r re

veal

er’s

left

is t

he t

raito

r.

For

exam

ple,

if t

he h

aunt

rev

eale

r ha

d th

e G

irl o

men

car

d, a

nd h

er e

xplo

rer

was

in t

he

Cata

com

bs, y

ou w

ould

be

play

ing

Hau

nt #

1, “

The

Mum

my

Wal

ks.”

10

| R

ULE

S

RU

LES

| 11

Her

oes

and

Secr

ets

Don

’t te

ll th

e tr

aito

r w

hat

your

goa

ls a

re, u

nles

s yo

u’re

sur

e th

e tr

aito

r al

read

y kn

ows

them

or y

ou’r

e do

ing

som

ethi

ng a

s pa

rt o

f the

hau

nt. S

omet

imes

you

hav

e an

adv

anta

ge o

ver

the

trai

tor

beca

use

that

pla

yer

does

n’t

know

wha

t yo

u’re

try

ing

to d

o. Y

ou c

an s

till p

lay

thes

e

haun

ts a

gain

and

aga

in a

fter

you

kno

w h

ow t

hey

wor

k, b

ut u

ntil

then

, the

her

oes

shou

ldn

’t

disc

lose

the

Sec

rets

of S

urvi

val f

or t

heir

hau

nt.

TH

E T

RA

ITO

R’S

NE

W P

OW

ER

SW

hen

your

exp

lore

r be

com

es a

tra

itor,

you

can

use

the

fo

llow

ing

abili

ties

(unl

ess

a ha

unt

says

oth

erw

ise)

:

• Yo

u ca

n us

e or

igno

re a

ny n

on-d

amag

ing

room

effe

cts

or c

ards

you

dra

w. Y

ou c

an w

alk

acro

ss t

he C

has

m,

deci

de w

here

the

Mys

tic

Elev

ator

goe

s, le

ave

the

Jun

k R

oom

with

out

rolli

ng, a

nd s

o on

.

• Yo

u ca

n ch

oose

not

to

be a

ffect

ed b

y an

eve

nt c

ard.

If

you

choo

se t

o be

affe

cted

by

one,

tho

ugh,

you

hav

e to

ac

cept

any

rol

ls o

r pe

nalti

es.

• A

fter

you

fi ni

sh y

our

turn

, you

mov

e an

d at

tack

with

al

l of t

he m

onst

ers,

if a

ny. E

ven

if th

e tr

aito

r di

es,

you

still

con

trol

the

mon

ster

s. In

som

e ha

unts

, the

m

onst

ers

are

still

abl

e to

com

plet

e a

haun

t’s g

oals

af

ter

the

trai

tor

is d

ead.

Wh

at h

appe

ns

to m

y st

uff

if I

die

?

If yo

u di

e an

d yo

u ha

ve a

co

mpa

nion

(the

Dog

, the

G

irl,

or t

he M

adm

an),

its

toke

n st

ays

in t

he r

oom

w

here

you

die

d. S

et a

side

th

at o

men

car

d. If

ano

ther

ex

plor

er e

nter

s th

e ro

om, h

e or

she

gai

ns c

usto

dy o

f tha

t co

mpa

nion

(and

tak

es t

hat

omen

car

d). W

hen

you

die,

an

y ot

her

item

s yo

u ha

ve

drop

to

the

fl oor

. Put

an

Item

Pile

tok

en t

here

and

set

as

ide

thos

e ite

m o

r om

en

card

s. O

ther

pla

yers

can

go

to

the

room

to

pick

up

your

item

s (a

nd t

ake

thos

e

ca

rds)

.

Mov

ing

Past

Opp

onen

ts

For

each

opp

onen

t in

a

room

with

you

aft

er t

he

haun

t st

arts

, an

expl

orer

mus

t us

e on

e ex

tra

spac

e

of m

ovem

ent

to le

ave

that

roo

m. A

n op

pon

ent

is a

n ex

plor

er o

r m

onst

er

that

wan

ts t

o st

op y

our

mov

emen

t. N

o m

atte

r ho

w

man

y pe

nalti

es y

ou h

ave

on

a tu

rn, y

ou c

an a

lway

s m

ove

at le

ast

one

spac

e.

Stun

ned

mon

ster

s do

n’t

slow

an e

xplo

rer’

s m

ovem

ent

in

this

way

.

Wh

at h

appe

ns

if a

hau

nt’

s ru

les

and

the

regu

lar

rule

s co

nfl

ict?

If th

is h

appe

ns, u

se t

he r

ules

in

the

hau

nt. A

ll of

the

se

rule

s ar

e in

effe

ct u

nles

s a

haun

t sa

ys o

ther

wis

e.

HO

W M

ON

ST

ER

S W

OR

KM

onst

ers

beha

ve a

litt

le d

iffer

ently

tha

n ex

plor

ers

do. A

ll of

the

follo

win

g ru

les

are

in e

ffect

unl

ess

a ha

unt

says

ot

herw

ise.

•M

onst

ers

mov

e di

ffer

entl

y. A

t th

e st

art

of t

he

mon

ster

tur

n, r

oll a

num

ber

of d

ice

equa

l to

each

m

onst

er’s

Spe

ed. T

hat’s

the

num

ber

of s

pace

s th

at

mon

ster

can

mov

e th

at t

urn

. For

gro

ups

of t

he s

ame

type

of m

onst

er (B

ats

or Z

ombi

es, f

or in

stan

ce),

just

ro

ll on

ce fo

r th

e w

hole

gro

up. E

ach

mon

ster

of t

hat

type

can

the

n m

ove

that

man

y sp

aces

tha

t tu

rn.

•M

ost

mon

ster

s ca

n’t

be

kil

led

. If a

mon

ster

suf

fers

an

y da

mag

e, it

is s

tunn

ed a

nd m

isse

s its

nex

t tu

rn.

Whe

n a

mon

ster

is s

tunn

ed, fl

ip it

s to

ken

over

. At

the

end

of t

he m

onst

er’s

nex

t tu

rn, fl

ip it

bac

k. S

tunn

ed

mon

ster

s ca

n’t

slow

an

expl

orer

’s m

ovem

ent.

•Li

ke

expl

orer

s, a

mon

ster

can

att

ack

on

ly o

nce

du

rin

g it

s tu

rn. M

onst

ers

ofte

n us

e tr

aits

oth

er

than

Mig

ht t

o at

tack

. The

y ca

n’t

mak

e an

y of

the

Sp

ecia

l Att

acks

on

page

9 (a

gain

, unl

ess

a ha

unt

says

ot

herw

ise)

.

•Li

ke

trai

tors

, mon

ster

s ca

n i

gnor

e al

l n

on-

dam

agin

g ro

om f

eatu

res.

The

y ca

n us

e th

e C

oal

Ch

ute,

Col

laps

ed R

oom

,Gal

lery

,Mys

tic

Elev

ator

,an

d st

airs

tile

s, a

long

with

man

y of

the

spe

cial

m

ovem

ent

optio

ns d

escr

ibed

on

card

s (s

uch

as

the

Secr

et S

tair

s), u

nles

s th

ose

card

s sa

y th

at o

nly

expl

orer

s ca

n us

e th

em. T

hey

igno

re t

he e

ffect

of t

he

Furn

ace

Roo

m a

nd t

he C

rypt

.

•M

onst

ers

can

’t e

xplo

re n

ew r

oom

s.

•M

onst

ers

can

’t c

arry

ite

ms

(unl

ess

the

haun

t sa

ys

othe

rwis

e). I

f a m

onst

er t

hat

is a

llow

ed t

o ca

rry

item

s is

stu

nned

, it

drop

s al

l ite

ms

and

puts

an

Item

Pil

eto

ken

in t

he r

oom

. The

mon

ster

can

’t pi

ck u

p th

e ite

ms

until

it h

as a

n ac

tive

turn

.

WIN

NIN

G T

HE

GA

ME

Th

e fi

rst

side

(tr

aito

r or

her

oes)

th

at c

ompl

etes

its

goa

ls

for

the

hau

nt

win

s th

e ga

me.

At

leas

t on

e he

ro m

ust

surv

ive

in o

rder

for

the

hero

es t

o w

in.

How

ever

, som

e ha

unts

incl

ude

goal

s th

at a

re w

ritt

en s

o th

at

the

trai

tor

can

still

win

the

gam

e af

ter

he o

r sh

e di

es. F

or

inst

ance

, the

mon

ster

s th

at p

laye

r co

ntro

ls m

ay b

e ab

le t

o w

in t

he g

ame

with

out

the

trai

tor’

s he

lp.

The

gam

e en

ds w

hen

one

side

com

plet

es it

s go

als

(list

ed

in t

he “

You

Win

Whe

n”

sect

ion

of t

he h

aunt

). W

hen

this

ha

ppen

s, s

omeo

ne fr

om t

he w

inni

ng s

ide

read

s th

e “I

f You

W

in”

sect

ion

from

tha

t si

de’s

hau

nt b

ook

out

loud

.

12

| R

ULE

S

RU

LES

| 13