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Room Name B G U E O I D

Abandoned Room X X X 4
Attic X X 1
Balcony X X 2
Ballroom X X 4
Basement Landing 4
Bedroom X X 2
Bloody Room X X X 4
Catacombs X X 2
Chapel X X X 1
Charred Room X X X 4
Chasm X 2
Coal Chute X 1
Collapsed Room X X 4
Conservatory X X X 1
Creaky Hallway X X X 4
Crypt X X 1
Dining Room X X 2
Dusty Hallway X X X 4
Entrance Hall 3
Foyer 4
Furnace Room X X 3
Gallery X X 2
Game Room X X X X 3
Gardens X X 2
Grand Staircase 2
Graveyard X X 1
Gymnasium X X X 2
Junk Room X X X X 4
Kitchen X X X 2
Larder X X 2
Library X X X 2
Master Bedroom X X 2
Mystic Elevator X X X 1
Operating Laboratory X X X 2
Organ Room X X X X 2
Patio X X 3
Pentagram Chamber X X 1
Research Laboratory X X X 2
Servants' Quarters X X X 4
Stairs From Basement X 2
Statuary Corridor X X X X 2
Storeroom X X X 1
Tower X X 2
Underground Lake X X 2
Upper Landing 5
Vault X X X XX 1
Wine Cellar X X 2
Additional Text on Tile

When exiting, you must attempt a Speed roll of 3+. If you fail, lose 1 Might (but continue moving).

You can attempt a Sanity roll of 6+ to cross. If you fail, you stop moving.
Once per game, if you end your turn here, gain 1 Sanity.

You can attempt a Speed roll of 3+ to cross. If you fail, you stop moving.
One-way slide to Basement Landing.
You must attempt a Speed roll of 5+ to avoid falling. If you fail the roll, draw a basement tile and put it in play. You fall there and

If you end your turn here, take 1 point of mental damage.

If you end your turn here, take 1 point of physical damage.


You can choose to fall to the Ballroom if it's in the house. If you do, take 1 die of physical damage.

Leads to Upper Landing


When exiting, you must attempt a Sanity roll of 4+. If you fail, lose 1 Knowledge (but continue moving).
Once per game, if you end your turn here, gain 1 Speed.
When exiting, you must attempt a Might roll of 3+. If you fail, lose 1 Speed (but continue moving).

Once per game, if you end your turn here, gain 1 Might.
Once per game, if you end your turn here, gain 1 Knowledge.

Once per turn, roll 2 dice and move this room next to any open door on: 4) Any floor 3) Upper floor 2) Ground floor 1) Basemen

When exiting, you must attempt a Knowledge roll of 4+. If you fail, lose 1 sanity (but continue moving).

Leads to and from Foyer

You can attempt a Might roll of 3+ to cross. If you fail, you stop moving.

You can attempt a Knowledge roll of 6+ to open and empty the vault.

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