Download as pdf or txt
Download as pdf or txt
You are on page 1of 19

Monster Rules:

When a haunt roll succeeds, a random monster is selected from the monster pool and is
placed in the room. After the Haunt has been revealed, place a corresponding monster
spawn (or any random small monster if there are no available spawns) in any newly
discovered room with an omen symbol. That monster’s turn will happen right after the
revealers turn, except the turn that it was spawned.

When the haunt roll fails, a random boss monster is selected instead. Placed it in the
same room as the Haunt revealer, unless otherwise stated in the boss monster’s rules.
Boss monster’s turn will happen right after the haunt revealers turn, except the turn that
it was spawned.

On the monster’s turn, Each monster must move towards the closest hero it can attack,
using the best route possible. If several heroes are the same distance away, it prioritizes
the hero with the most Omens. If tied, then it will prioritize the hero with the lowest total
trait. If that is tied again, it will prioritize the hero with the least number of items.

If it can, a monster will attack all heroes in the same room during its turn (in player turn
order). Use one roll for the monster’s attack result and apply that result to all the
targeted heroes.

Inflicting damage to a monster will stun it. A successful attack on a stunned monster will
kill it and remove it from the game. It can not respawn unless it is returned to the
monster pool.

After an explorer kills a monster, he or she may attempt to loot the monster by making a
roll of 6+ using any trait. If successful, that explorer can choose to increase any two
traits by 1 or draw an item card.

The explorers win when the boss monster and all spawns have been killed or banished.
Creepers (orange monster tokens)
01 - 10 Speed: 1 Might: 2 Sanity: 2
11 - 20 Speed: 1 Might: 2 Sanity: 3
21 - 24 Speed: 2 Might: 3 Sanity: 4

Special Ability:
Creepers attack with Sanity instead of Might.

Beasts (red monster tokens)


01 - 10 Speed: 2 Might: 2 Sanity: 1
11 - 20 Speed: 3 Might: 2 Sanity: 1
21 - 24 Speed: 4 Might: 3 Sanity: 2

Special Ability:
Beasts attack with Speed instead of Might.

Terrors (green monster tokens)


01 - 06 Speed: 0 Might: 3 Sanity: 3
07 - 12 Speed: 0 Might: 4 Sanity: 4
13 - 16 Speed: 0 Might: 5 Sanity: 5

Special Ability:
If a terror inflicts damage to an explorer, that explorer must skip their next
turn’s movement.

Zombies (blue monster tokens)


01 - 04 Speed: 1 Might: 4 Sanity: 1
05 - 07 Speed: 1 Might: 5 Sanity: 2
08 - 09 Speed: 2 Might: 6 Sanity :3
Special Ability:
If a Zombie inflicts damage to an explorer, that explorer is now infected.
Infected explorers take 1 physical damage at the end of each of their
turns. Infection can be removed when that explorer stuns or kills a
Zombie, or increases any physical trait by any amount.
Demons (yellow monster tokens)
01 - 03 Speed: 3 Might: 4 Sanity: 4
04 - 05 Speed: 4 Might: 5 Sanity: 5
06 Speed: 5 Might: 6 Sanity: 6

Special Ability:
If a Demon inflicts damage to an explorer, that explorer is now possessed.
Possessed explorers behave like monsters for the duration of their turn.
They are unable to use any items that they are carrying. Possession is
removed when that explorer takes damage from another explorer or at the
end of the possessed explorer’s turn.

Wraiths (purple monster tokens)


01 - 03 Speed: 5 Might: 2 Sanity: 4
04 - 05 Speed: 6 Might: 3 Sanity: 5
06 Speed: 7 Might: 4 Sanity: 6

Special Ability:
Wraiths attack with sanity instead of Might. Wraiths may pass through
false doors. Wraiths can not be looted.

Succubus (magenta monster tokens)


01 - 03 Speed: 2 Might: 3 Sanity: 3 Knowledge: 4
04 - 05 Speed: 3 Might: 4 Sanity: 4 Knowledge: 5
06 Speed: 4 Might: 5 Sanity: 5 Knowledge: 6

Special Ability:
Succubi attack with Knowledge instead of Might. If a succubus inflicts
damage to an explorer, That explorer must reduce both their Speed and
Might by 1.
Banshee
Speed: 8

Killed Wraiths are added back to the monster pool instead of being removed from the
game.

Special Attack:
● The Banshee always moves as many spaces as its Speed roll. Each time the
Banshee can move, roll 2 dice to determine how it moves.
0. The Banshee must always turn left, whenever possible.
1. The Banshee will always move straight ahead whenever possible. If the
only options it has are turning left or right, it will turn left.
2. The Banshee moves towards the nearest explorer.
3. The Banshee will always move straight ahead whenever possible. If the
only options it has are turning left or right, it will turn right.
4. The Banshee must always turn right, whenever possible.
● Wail - If the Banshee passes through or stops in a room with an explorer, it wails.
Each explorer in the same room and adjacent rooms with a connected door must
attempt a Sanity roll.
○ 8+ You avoid the attack
○ 4 - 7 Take 1 die of mental damage for each successful exorcism
○ 0 - 3 Take 2 dice of mental damage for each successful exorcism

Special Ability:
● After the Banshee wails, if there are no Wraiths or all Wraiths are stunned, place
one random Wraith from the monster pool into the same room as the Banshee.
● The Banshee can’t be attacked.

Weakness:
● You must perform an exorcism to banish the Banshee. This requires a number of
successful exorcism rolls equal to the number of players. Each hero can only
attempt one exorcism roll during his or her turn.
○ You can attempt a Sanity roll of 5+ while in the Chapel, Crypt, or
Pentagram Chamber, or using the Holy Symbol or Spirit Board
○ You can attempt a Knowledge roll of 5+ while in the Library or Research
Laboratory, or using the Book or Crystal Ball.
● Each time you succeed, put a matching trait roll token on the item or room. No
hero can use that item or room in an exorcism again.
Cat
Speed: 6 Might: 7 Sanity: 7 Knowledge: 7

All explorers have been shrunken. All Beast are now treated as Kittens. Killed Kittens
are added back to the monster pool instead of being removed from the game.

Being Small:
● All items and omens you are carrying have shrunk with you and function
normally.
● You can’t draw any cards.
● Discovering a new room with an event, item, or omen symbol ends your turn.
● Each doorway counts as a space so moving through a doorway to the next room
counts as 2 spaces. You can stop in a doorway space.
● You must make a Might roll of 3+ to go up or down any stairs. If you fail, you end
your turn but can try again next turn.
● You can't use the Collapsed room or mystic Elevator.
● You are not affected by the Gallery, Gymnasium, or Vault.

Special Attacks:
● When the Cat or Kitten makes a successful attack against an explorer, that
monster plays "cat and-mouse" with that explorer for a turn instead of inflicting
damage. On that hero's turn, the explorer can choose any trait. He or she and the
Cat or kitten each roll using that trait and if the explorer roll higher, he or she
escapes, otherwise the turn ends. If anyone defeats the Cat or Kitten before its
next turn, the Cat or Kitten drops the captured explorer. Otherwise, the explorer
is swallowed and killed at the start of the next monster turn. Captured heroes are
not affected by the Bell.
● The Cat and Kittens in the same room as the Toy Airplane can attempt a Speed
roll of 7+ to bat it down. The Cat or Kitten can then immediately attack a hero in
the plane (and the heroes can attempt to restart the plane on their turns).

Special Abilities:
● The Cat and Kittens count each doorway as a space the same as explorers do.
● Each Cat and Kitten can only catch one hero at a time.
● The Cat can not be killed but can still be stunned.
● Each turn, place one Kitten token in the Entrance Hall.
Kitten
Speed: 4 Might: 4 Sanity: 4 Knowledge: 4

The Toy Plane:


● The Toy Airplane is in the Bedroom, Master Bedroom, Storeroom, Attic, or Game
Room. Once during your turn, you can attempt a Knowledge roll of 3+ to search
one of these rooms. If you succeed, put the Toy Airplane token in that room.
● Once during your turn, you can attempt a Knowledge roll of 4+ to start the
Airplane. It will be on the ground until the next turn of the hero who started it.
During this time it can be boarded by other heroes, but any heroes in it can be
attacked by cats.
● The hero who started the Airplane moves it on subsequent turns at the Airplane's
speed of 5 instead of using regular movement. Like you, it counts doorways as
separate spaces when moving. Heroes flying in the Airplane can only attack with
the Revolver, Ring, or Dynamite. You can't leave the house until all living heroes
have been picked up.
● Picking up a hero on the ground with the Airplane counts as one space of
movement. When you do this, the explorer in the plane with the highest Speed
attempts a Speed roll:
○ 4+ Pick up the explorer.
○ 2 - 3 Fail, but you can make another attempt (counts as another space of
movement).
○ 0 - 1 Crash; you must restart the plane.
● Heroes in the Airplane do not need to make Might rolls to go up or down Stairs
and may go up or down through the Collapsed Room and Gallery and pass
across the Chasm without rolling or taking damage.

The adventurers win if at least half the heroes (rounding up) use the Toy Airplane to
escape through the outer edge of one of these rooms: the Balcony, Gardens,
Graveyard, Patio, or Tower.
Crimson Jack
Speed: 4 Might: 4 Sanity: 4

Put the Crimson Jack token in the Entrance Hall, right next to the front door, instead of
the room with the haunt revealer. Use the Turn/Damage track to keep track of how
many times Crimson Jack has returned.

Special Attack:
● Each time Crimson Jack rolls, he will reroll each die that comes up blank, then
add the number of returns to the result of the roll.
● If Crimson Jack kills an explorer, advance the Turn/Damage track by 1.

Special Abilities:
● If Crimson Jack is defeated, he is temporarily removed from the house instead of
being stunned or taking damage. At the beginning of his next turn, Crimson Jack
returns; put his token in the Entrance Hall again.
● Each time Crimson Jack returns, advance the Turn/Damage track by 1.
● Crimson Jack projects an aura of fear. At the beginning of each hero's turn, if that
explorer is in the same room as Crimson Jack, that character must succeed on a
Sanity roll of 3+ or lose 1 point from a mental trait and 1 point from a physical
trait.

Weakness:
1. There is a cursed weapon in the house. It's either the Axe, the Spear, or the
Blood Dagger (your choice, but there can only be one cursed weapon).
2. If the heroes don't have a cursed weapon, they must search for it. It's located in
the Library, the Chapel, the Vault, or the Attic. Once during your turn, you can
attempt a Knowledge roll of 3+ in any of these rooms (the Vault must be open) to
find it. If you succeed, search through the appropriate stack for a cursed weapon
of your choice, take it, and reshuffle that stack.
3. The heroes must then figure out how to use the cursed weapon against Crimson
Jack. A hero in the same room as the cursed weapon can attempt a Knowledge
roll of 5+ to study the weapon. Each time an explorer succeeds, put a Knowledge
Roll token on that hero's character card. When the heroes have a number of
those tokens equal to the number of players, they understand how the cursed
weapon can be used to kill Crimson Jack.
4. Thereafter, if any hero defeats Crimson Jack using the cursed weapon, Crimson
Jack is killed permanently.
Demon Lord
Speed: 2 Might: 8 Sanity: 7

If the Pentagram Chamber isn’t in the house, search the room stack for it and put it on
the basement. Then shuffle that stack. Place a pentagonal item token (representing the
portal from Hell) in the Pentagram Chamber.

If the Ring is not yet in play, the next hero to discover a room with an omen symbol
searches through the omen stack and takes the Ring card instead of drawing normally.
Then Shuffle the stack.

Use the Turn/Damage track to keep track of how much damage the heroes have
inflicted against the Demon Lord. Taking damage does not affect its traits. When it has
taken damage equal to the number of players, the Demon Lord is stunned and the
Turn/Damage track is reset. A stunned Demon Lord can only be killed by a successful
Sanity attack using the Ring.

All Demons are now treated as Demon Spawns. Killed Demon Spawns are added back
to the monster pool instead of being removed from the game.

Special Ability:
● The Demon Lord is immune to Speed attacks. Each turn, if the Demon lord is not
stunned or killed, place one Demon Spawn in the room with the portal from Hell.

Demon Spawn
Speed: 4 Might: 5 Sanity: 4

Demon Spawns will prioritize its movement and attack towards the explorer carrying the
Ring. If a Demon Spawn or the Demon Lord defeats the explorer carrying the Ring by 2
or more, it will steal the Ring instead of inflicting damage.

While carrying the Ring, the Demon Spawn’s speed is reduced to 2. Demon Spawns
and the Demon Lord will prioritize movement towards returning the Ring to the portal
from Hell.

If a Demon Spawn or the Demon Lord is carrying the Ring and in the room with the
portal from Hell, they will discard the Ring, shuffling it back into the omen stack. The
Ring card can not be searched for afterwards.
Doctor
Speed: 8 Sanity: 8 Knowledge: 8

The Doctor will move towards the nearest small Monster that is not stunned instead of
the nearest explorer If there are no small Monsters but there are other Boss Monsters,
then he will move towards the nearest unexplored doorway and discover a new room
but does not draw any cards. If the room has an omen symbol, spawn a random Boss
Monster instead of a random small Monster. If he is the only Monster or if all other
Monsters are stunned, the Doctor will move towards the Entrance Hall in an attempt to
escape. The Doctor can not attack and does not inflict damage while defending from an
attack.

Special Abilities:
● When the doctor is in the same room as a small Monster that is not stunned, he
replaces that monster with a random Boss Monster. (If the Ouroboros head is
selected, place both head tokens in the same room.) Boss Monsters do not gain
their special attacks or abilities or weaknesses, except for their immunity to
speed attacks, if applicable. They can all be stunned, killed, and looted. They
always attack with their highest trait. (If tied, the default order is Might, Sanity,
Knowledge, Speed.) Killed Boss monsters can be respawned.
● While there is a Monster other than the Doctor, the Doctor can not be stunned
and also ignores movement reduction from leaving a room with an explorer in it.
● If the Doctor is the only monster or if all other monsters are stunned, then the
Doctor can be stunned, and will stay stunned until the end of his next turn or
killed, regardless of whether another Monster spawns. Any explorer can make a
Knowledge attack on the Doctor without the use of a weapon.
● At the end of the Doctor’s movement, he places an obstacle token (representing
a trap) in the room he stops in. When an explorer enters a room with a trap, he or
she must make a Knowledge roll of 6+ to disarm it. If successful, the trap is
removed, but if the roll fails, the trap remains in the room and a random small
monster spawns in that room.

If all available Boss Monsters are in play or if the Doctor leaves the house, then the
explorers lose.
Dracula
Speed: 5 Might: 8 Sanity: 6

All Succubi are now treated as Vampire Brides.

If the Crypt isn’t in the house, search the room stack for it and put it in the basement.
Then shuffle that stack. Place the Dracula token and a Vampire Bride in the Crypt and
another Vampire Bride in the room of the Haunt revealer.

Use the Turn/Damage track to keep track of the Turns. At the start of Dracula’s turn,
advance the track by 1, beginning from 0. The sun begins to rise at the end of the Turn
equal to the number of players. At the start of each turn after the sun comes up, each
Vampire (including Dracula) loses 1 from each trait. If a Vampire’s trait drops to 0 or the
skull symbol, it immediately bursts into flames and is destroyed (including Dracula).

Vampire Brides (also treated as spawns)


Speed: 4 Might: 4 Sanity: 4

Special Attacks (Uses both attacks during a Vampire’s turn):


● Domination - When any Vampire (including Dracula) attacks a hero, it will make a
Sanity attack to attempt to dominate the hero. If it defeats that hero, that hero
takes Speed damage instead of mental damage. If the hero defeats the Vampire,
the Vampire takes no damage. A domination attack can also be made from an
adjacent room with a connecting door. If the attack succeeds through an adjacent
room, the defeated hero is moved into the Vampire’s room.
● Biting - Standard Might attack

Special Abilities:
● Dracula does not move or attack until Turn 2 and it can’t be killed, only stunned.
● If a Hero dies due to a Vampire’s attack, that explorer becomes a Vampire. Reset
all of that character’s traits to the starting values, then add 1 to each trait. The
Vampire now acts as a monster, but is not needed to be killed to win the game.

Weakness:
● Each time a Vampire tries to enter the Chapel or any room with the Holy Symbol,
it must attempt a Sanity roll of 6+. If it fails, it can’t enter that room.
● IF you defeat a Vampire while carrying the Holy Symbol, you can force that
Vampire to move 1 room away for each point difference.
Dragon
Speed: 2 Might: 8 Sanity: 7

If the Spear is not yet in play, the next hero to discover a room with an omen symbol
searches through the omen stack and takes the Spear card instead of drawing normally.
Then shuffle the stack.

If the Armor is not yet in play, the next hero to discover a room with an item symbol
searches through the item stack and takes the Spear card instead of drawing normally.
Then shuffle the stack.

Use the Turn/Damage track to keep track of how much damage the heroes have
inflicted against the Dragon. Taking damage does not affect its traits, nor does the
Dragon become stunned. When it has taken damage equal to the number of players,
the Dragon is killed.

Special Attacks (Uses both attacks during the Dragon’s turn):


● Fire breath - All explorer(s) in the same room as and rooms adjacent to the
Dragon must attempt a Speed roll. (The adjacent room must have a connecting
door)
○ 4+ No damage
○ 0-3 Take 4 dice (3 dice if in adjacent room) of physical damage
● Biting - Standard Might attack

Special Ability:
● Tough Scales - The Dragon takes 2 less damage from all attacks. The dragon is
immune to Speed attacks, but it can be damaged by a Sanity attack from an
Explorer using the Ring.

Weakness:
● Armor - When you have the Armor, you now move two fewer spaces each turn.
You are immune to the Dragon’s fire breathing attack and you also take 3 less
physical damage from the Dragon’s Biting attack. Every hero in the same room
as the hero carrying the Armor takes 4 less damage from the Dragon’s fire
breathing attack.
● Spear - In addition to the spear’s Might bonus, when you are attacking or
defending against the Dragon with a Might attack, add 2 to the result of your roll.
Frankenstein’s Monster
Speed: 3 Might: 8

Use the Turn/Damage track to keep track of how much damage the heroes have
inflicted against Frankenstein’s Monster. Taking damage does not affect its traits. When
it has taken damage equal to the number of players, Frankenstein’s Monster is Killed.

Special Attack:
● When making an attack roll, Frankenstein’s Monster adds 2 to the result. There is
no addition to the roll when the Monster is defending.
● If Frankenstein’s Monster beat a hero by 2 or more with a Might attack, it will
steal a Torch token from that hero instead of inflicting damage. Any stolen
torches are automatically destroyed.

Special Ability:
● Frankenstein's Monster is immune to Speed attacks. It can only take damage
from being hit by a torch. (But it can still be stunned.)

Weakness:
● Death by Fire - A Torch can be found in the Charred Room, Furnace Room,
Pentagram Room, or Kitchen. Put a pentagonal item token (representing the
Torch) on your explorer’s character card. There’s no limit to the number of
Torches you can find, but each explorer can only carry one Torch at a time. When
in the Monster’s room or an adjacent room with a connecting door, you can
discard a Torch token and attempt a Speed roll of 4+ to throw the Torch at the
Monster. If you succeed, advance the Turn/Damage track by 1. This attack does
not stun the Monster. Each hero can only throw one Torch per turn.
● Death by Falling - Explorers can lure the monster into the Tower or Chasm. If the
monster is stunned, you can attempt a Might roll of 6+ in one of these rooms to
push the Monster to its death. You can attempt this roll once during your turn.
Head
Speed: 0 Sanity: 7

If Widow’s Walk and/or the Dungeon are not in the house, search the room stack for
them and put them on their respective Floors. Place the Head token in Widow’s Walk.

An explorer can attempt a Knowledge roll of 5+ to pick up the Head. If successful, place
the Head token on your character card. The head can be traded or dropped like an
Item.

All monsters prioritize movement toward the explorer carrying the Head.

Holding the Head:


● You can only move a maximum of 2 spaces, regardless of your Speed.
● You can only use the Landing tiles and the Foyer to travel between floors.
● At the end of each of your turn, roll dice equal to half the number of explorers
(rounded down). That result is inflicted to you as mental damage.

Trading or Dropping the Head:


● If the Head is traded, both explorers in the exchange must take 2 die of mental
damage.
● If dropped, The head will immediately do a Sanity attack on all explorers in the
room.

Special Ability:
● The Head does it attack normally, nor can it be stunned.
● If the Head is not being carried, spawn one random small monster in the room
with the Head. Otherwise, spawn one random small monster in any room with an
omen symbol, and if possible, it must be on the same floor with the Head.

Weakness:
The Head must be returned to it’s body in the Dungeon in order to banish it.
● Any explorer in the Dungeon may attempt a Knowledge roll of 7+ to open the
Dungeon gate.
● When the gate is open, The explorer holding the Head may spend 1 movement
to enter and return it. Once returned, the Head is banished.
Mummy
Speed: 3 Might: 8 Sanity: 5

If the Crypt isn’t in the house, search the room stack for it and put it on the basement.
Then shuffle that stack. Place a pentagonal item token (representing the Sarcophagus)
in the Crypt.

If the Book is not yet in play, the next hero to discover a room with an omen symbol
searches through the omen stack and takes the Book card instead of drawing normally.
Then Shuffle the stack.

The haunt revealer is now cursed. Cursed explorers are unable to damage the Mummy
and loses 1 Speed at the end of each of their turns, until it is at its lowest number. (The
curse can’t lower that trait to the skull symbol.) The Mummy will prioritize its movement
and attack towards the nearest cursed explorer.

Use the Turn/Damage track to keep track of how much damage the heroes have
inflicted against the Mummy. Taking damage does not affect its traits. When it has taken
damage equal to the number of players, the Mummy is stunned and the Turn/Damage
track is reset. A stunned Mummy can not be killed.

Special Ability:
● The Mummy is immune to Speed attacks. If the Mummy kills a cursed explorer,
that explorer now becomes a Servant and act as a monster.

Servant
Speed: 3 Might: 6 Sanity: 4

Weakness (if any of the following rolls fail, that explorer becomes cursed):
1. Once during an explorer’s turn, if you are the room with the Sarcophagus, you
may attempt a Knowledge roll of 6+ to discover the Mummy’s true name. If you
succeed, take a Knowledge Roll token.
2. On a turn after any hero discovers the name, If you possess the Book, you can
attempt a Knowledge roll of 6+ to loop up the Mummy’s Name and learn the spell
that will banish it. If you succeed, take a Knowledge Roll token.
3. Once the heroes have two of these tokens, any hero in the same room as both
the Book and the Mummy can attempt a Sanity roll of 6+ to banish the Mummy. If
you succeed, the heroes win.
Ouroboros Head
Speed: ? Might: ?

Use the Turn/Damage track to keep track of how many times Ouroboros has consumed
its head. Its traits, attacks, and abilities depend on the number of heads in play.

Two heads:
Speed: 1 Might: 5

Special Attack:
● At the start of it turn, if it did not regenerate either head this turn, each head will
attempt to consume the other by attempting a Might roll of 8+. If it succeeds,
remove the other head and advance the Turn/Damage track by 1.
● If either head kills an explorer, that explorer is consumed. Remove all of his or
her items from of game and advance the Turn/Damage track by 1.

Special Ability:
● Both heads always move together and are immune to speed attacks.
● Whenever either head rolls, double that result.

One head:
Speed: 4 Might: 8

Special Attack:
● At the start of its turn, if it did not consume the other head this turn, it will attempt
a Might roll of 8+ to regenerate the other head. If successful, place the other
head token in the same room.
● If Ouroboros kills an explorer, that explorer is consumed. Remove all of his or her
items from of game and advance the Turn/Damage track by 1.

Special ability:
● If the remaining head was stunned when the other head was killed, unstun the
remaining head.
● Ouroboros is immune to speed attacks.
● Whenever Ouroboros rolls, add the number of successful consumptions to the
result of that roll.
Pirate Queen
Speed: 5 Might: 8 Sanity: 5 Knowledge: 4

If the Underground Lake isn’t in the house, search the room stack for it and put it on the
basement. Then shuffle that stack. Place Terror tokens equal to half the number of
heroes (rounded up) and one item pile token (representing a treasure chest) in the
Underground Lake. Each hero gets one pentagonal item token (representing a coin). All
explorers and monsters can only carry one coin at a time. The heroes win of they exit
through the Entrance Hall with the chest and lose if all coins are returned to the Lake.
All Terrors are treated as Kraken Tentacles. All Succubi are now treated as Pirates.
Killed Kraken Tentacles and Pirates are added back to the monster pool instead of
being removed from the game.

Kraken Tentacle
Speed: 0 Might: 5 Sanity: 3 Knowledge: 1
Special Ability:
Killed Kraken Tentacles can not be looted. Heros can not leave a room
that has an unstunned Kraken Tentacle.
Pirate (also treated as a spawn)
Speed: 4 Might: 3 Sanity: 4 Knowledge: 2
Special Ability:
If a Pirate deals at least 1 point of damage, it will steal an explorer’s coin.

Special Attack:
● Regardless of whether she wins or loses, the Pirate Queen can steal the coin of
any hero she attacks or was attacked by, before damage is inflicted.

Special Abilities:
● The Pirate queen can not be killed, only stunned. When not carrying a coin, she
prioritizes movement towards explorers who have loot.
● At the end of her movement, a Kraken Tentacle spawns in the room she is in.
● When carrying a coin, all Pirates (including the Pirate Queen) will prioritize
movement towards the Underground Lake, where they can hide it.

Once during each explorer’s turn, if there are no Kraken Tentacles in the Underground
Lake, they may attempt a Knowledge roll of 7+ to steal the chest or Knowledge roll of
4+ to recover a coin. Pirates can steal back the chest and return it to the Lake.
Spider
Speed: 6 Might: 7 Sanity: 5

If the Attic isn’t in the house, search the room stack for it and put it on the upper floor.
Then shuffle that stack. Place pentagonal item tokens (representing spider eggs) in the
Attic equal to twice the number of players. In the room adjacent to the attic by a
connecting door, pace obstacle tokens (representing spider webs) equal to the number
of players. An explorer can not leave a room with a spider web in it.

Use the Turn/Damage track to keep track of the Turns. At the end of the Spider’s turn,
advance the track by 1, beginning from 1. On the turn 7, the eggs hatch, and each item
token now represents a Spiderling.

Spiderling
Speed: 3 Might: 5 Sanity: 5
Special Abilities:
If a Spiderling is defeated, it will be destroyed instead of stunned. They
prioritize movement towards exiting through the Entrance Hall and ignores
movement reduction from leaving a room with an explorer in it.

Special Attacks:
● If the Spider or Spiderling inflicts damage on an explorer, that explorer is now
poisoned. Poisoned explorers must reduce any trait by 1 at the end of his or her
turn. If an explorer has the Medical Kit, he or she can attempt a Knowledge roll of
4+ cure the poison of any explorer in the same room. If the explorer has the
Healing Salve, you can discard it to cure the poison without a Knowledge roll.
● The Spider will prioritize movement and attack towards poisoned explorers.
● Each time the Spider or a Spiderling make an attack on a poisoned explorer, it
will reroll each die that comes up blank.

Special Abilities:
● The Spider can not be killed (but can be stunned) until all the eggs or Spiderlings
have been destroyed. If any Spiderling leaves the house, the explorers lose.
● At the end of the Spider’s turn, place one spider web token in the Spider’s room.

Weakness:
● Spider webs can be destroyed by making a Might roll of 4+.
● Eggs can be destroyed by making a Might roll of 5+.
Witch
Speed: 4 Might: 3 Sanity: 6 Knowledge: 7

If the Book is not yet in play, the next hero to discover a room with an omen symbol
searches through the omen stack and takes the Book card instead of drawing normally.
Then Shuffle the stack. Put the Cat Boss Monster in the Entrance Hall.

Cat
Speed: 3 Might: 3 Sanity: 2
Special Ability:
The Cat can not be killed. It will prioritize movement towards the nearest
Frog. If the Cat defeats a Frog with a Might attack, it will eat the Frog.

Special Attacks:
● Skin of Frog - The Witch can cast this spell on all hero in the same room. The
Witch and each hero make Sanity rolls. If the Witch gets a higher result than a
hero, that hero turns into a Frog and drops all items. The hero's Might and
Knowledge are lowered to their lowest numbers. A Frog drops all items and can't
attack, be attacked (except by the Cat), increase traits, or explore new rooms.
● Breath of Dragon - The Witch can cast this spell on all explorers (except Frogs)
within her line of sight (an uninterrupted straight line of doors) or in the same
room. It inflicts two dice of non-resistable physical damage.

Special Abilities:
● While the Witch is invulnerable, she can't be attacked.
● She can't attack normally, but instead she casts both spells each turn.

Weakness:
If an explorer in the same room as a Frog while the explorer is carrying the book, he or
she can attempt a Knowledge roll of 4+ to turn a Frog back into a human, which also
resets all traits to their starting value. To kill the Witch, you must follow these steps, in
order. You can only attempt one of these steps each turn and only once that turn.
1. If you are in the Conservatory, Larder, or Kitchen: you can attempt a Knowledge
roll of 4+ to dig it a Mandrake. If you succeed, put a pentagonal item token
(representing a Mandrake) on your character card.
2. If you have a Mandrake and the Book while you're in the same room as the
Witch, you can attempt a Knowledge roll of 6+ to cast Form of Mortal. If you
succeed, then all explorers can attack the Witch normally.
Zombie Lord
Speed: 3 Might: 8 Sanity: 2

If the Graveyard isn’t in the house, search the room stack for it and put it on the ground
floor. Then shuffle that stack.

If the Medallion is not yet in play, the next hero to discover a room with an omen symbol
searches through the omen stack and takes the Medallion card instead of drawing
normally. Then Shuffle the stack.

Use the Turn/Damage track to keep track of how much damage the heroes have
inflicted against the Zombie Lord. Taking damage does not affect its traits. When it has
taken damage equal to twice the number of players, the Zombie Lord is Killed.

All Zombies are now treated as Zombie Spawns. Killed Zombie Spawns are added back
to the monster pool instead of being removed from the game.

Special Ability:
● At the start of each turn, if the Zombie Lord is not stunned or killed, place Zombie
Spawns equal to half the number of players (rounded up) into the Graveyard.

Zombie Spawn
Speed: 1 Might: 5 Sanity: 2
Special Ability:
If a Zombie Spawn is defeated by a weapon that requires a Might Attack,
or Speed attack, or by an explorer carrying the Medallion, that Zombie
Spawn is killed instead of stunned. Dynamite can also kill Zombie
Spawns. Any other attack stuns a Zombie as normal. If a Zombie Spawn
makes a Might attack against an explorer holding the Holy Symbol, it rolls
2 fewer dice.

If a Zombie Spawn or Zombie Lord inflicts damage to an explorer, that explorer is now
infected. Infected explorers take 1 physical damage at the end of each of their turns.
Infection can be removed when that explorer stuns or kills a Zombie Spawn, or
increases any physical trait. If an infected player dies, they become a Zombie Spawn.

Weakness:
● The Zombie Lord can only be harmed by an explorer carrying the Medallion.

You might also like