Explore the old house together. Reveal room after room, draw cards, roll the dice… until one of you becomes the traitor.
or
Open rooms
Room code
Bots
0
Waiting for the host to start…
Choose your explorer
The 12 original explorers, each with different strengths across the four traits. First come, first served.
How to play
Explore. Each turn you may move up to your Speed. Walking through a door into empty space reveals a new room; if the room shows a symbol you stop and draw a card: Event, Item or Omen. The house has three floors — Upper Floor, Ground Floor and Basement — all laid out on the table; staircases connect them.
Rolling dice. Roll as many dice as the trait being tested (max 8). Each die shows 0, 1 or 2.
The haunt. Whoever draws an Omen makes a haunt roll at the end of that turn: roll 6 dice — if the total is less than the number of omens drawn so far, the haunt begins. The omen and the room it was drawn in pick one of the 50 haunts and the traitor (using the original haunt chart). The player to the traitor's left goes first.
Death. Nobody can die before the haunt. After it starts, any trait that drops to the skull means death.
Combat. Only after the haunt, once per turn. Both sides roll Might (weapons add dice); the lower roll takes the difference as damage. Leaving a room costs 1 extra move for each opponent in it.
Special rooms. Library, Chapel, Gymnasium, Larder: end your turn there for +1 to a trait (once per game). Crypt and Furnace Room deal damage at the end of your turn. Attic, Graveyard, Junk Room and Pentagram Chamber need a roll to leave. Chasm, Catacombs and Tower need a roll to cross.
Simplified from the original. Each original haunt has pages of its own rules; this version keeps the name, the traitor rule and the goals, but the win conditions are reduced to: slay the monsters, kill the traitor, perform a ritual in the right rooms, or escape the house. Damage is split automatically onto the higher trait.