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This document has been created with the help of the BGG
community in an attempt to correct some gameplay problems that have
been identified in the scenarios of Mansions of Madness. This
document contains revisions to many of the cards that may cause a
scenario to become unbalanced (or even broken), or even just
un-fun. There are also an assortment of other enhanced components
that when used will hopefully make your games even more
enjoyable.Many thanks especially to BGG users salty53, for the
scenario breakdowns on which most of the revised mechanics in this
mod are based, Hinnyboy for constantly making me think, Matildadad
for providing the templates used to create the cards, and Gnome01
for the thumbs!
General Rule Changes
When playing Mansions of Madness using components from this
file, the following rule changes are in effect for all games:
Keeper ActionsKeeper action cards now fall into three types:
Normal Actions are the same as in the base game rules; the
keeper may use them as many times as he likes without restriction
providing he has the threat to pay for them.
Restricted Actions may be performed as many times as the keeper
likes, but only once per round on each target of the action.
Diminishing Actions may be performed as many times as the keeper
wishes, but the cost in threat increases by 1 for each time it is
used beyond the first in a single round (so +1 threat the second
time it is used, +2 the third time, etc).
Event CardsAll players may read all Event cards before the
scenario begins, if they wish. The keeper may read through the deck
of Event cards at any time while the game is in progress.
Additionally, Event 5 no longer ends the game directly in any of
the scenarios. Instead, most Event 5 cards now contain an effect
that will remain in play until the end of the game (either the
investigators win or the keeper wins by completing their
objective).
If in the unlikely event that both the investigators and the
keeper complete their objectives simultaneously (or are unable to
complete their objectives), the game is considered a draw.
Clue Cards & Skill PointsWhenever an investigator uncovers a
clue card while exploring, all investigators receive 1 skill
point.
Starting ItemsInvestigators may not use other investigators
starting items (though may still pick them up and carry them if
need be).
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Investigator DeathWhenever any investigator is killed before the
objective is revealed, the keeper immediately gains bonus threat
equal to the number of investigators.
Monster SecrecyInvestigator players may not look under the base
of a monster until it is killed or otherwise removed from play.
Lock CardsInvestigators must reveal and resolve any Lock cards
in rooms that they are attempting to either enter or exit (meaning
it is now possible for investigators to get locked in).
FireThe following three rules are added to the standard rules
regarding fire:
Whenever a fire and a darkness token are present in the same
room together, the effects of the darkness no longer apply (you can
place the fire token on top of the darkness token to remind you of
this). The darkness token remains on the board however, and it will
continue to have its effect if ever the fire token is removed.
If ever a zombie ends its turn in a room on fire, after it has
taken its damage as normal, it becomes a flaming zombie. Place a
fire token on the zombie to denote this. A flaming zombie gains -1
to its horror rating and +1 to its damage rating. The zombie is not
affected by the fire token in any other way.
A room may contain more than one fire token (though not more
fire tokens than the number of spaces that make up the room, as
stated on the Pyromania card). A figure ending its turn in a room
on fire takes an amount of damage equal to the number of fire
tokens in the room (instead of the standard 2 damage as in the
original rules).
Stun TokensStun tokens now have the following effects for
monsters and investigators:
Investigators with a stun token receive 1 fewer Movement Step
during their turn and suffer a -2 penalty to all attributes. If an
investigator receives a stun token during his turn, he immediately
loses 1 Movement Step, if he has any remaining.
Monsters with a stun token move 1 fewer space during their turn
and suffer a +/-2 penalty to all die rolls made during combat.
Monsters discard stun tokens at the end of the Monster Attack
Step.
Component LimitationsAll status effect tokens (such as darkness
and fire) are considered limited. If ever a player must place one
on the board and there are none in the supply, the player must take
one from elsewhere on the board to use.
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Suggested Rule Changes
These rule changes are suggested but not obligatory. Use them if
your group agrees with the philosophy behind their intent.In any
game of Mansions of Madness - whether using these revised rules or
the base rules - some choices are simply better than others and may
lead to players always choosing the best of any particular set of
options, leading to less variety between games. If you think it
might be more interesting to see a greater variety of options being
played out, with the players adjusting their strategies to the
strengths of what they are presented with rather than just choosing
the superior option every time, use these two rules:
Random Story ChoicesAt the beginning of the game, the story
choice markers for the scenario are placed face down and mixed up.
The keeper then selects his story choices randomly.
Random Trait CardsAt the beginning of the game, each
investigator player randomises the two physical trait cards for his
investigator and selects one without looking. He then does the same
for his investigators mental trait cards.
Mythos CardsThis variant is for those who find the constant
interruption of Mythos cards an annoyance and/or find that the
Mythos cards create unthematic situations when played to interrupt
an investigators turn (for example, a Mythos card stating that an
investigator is exploring a room when in fact they are just passing
through it).
Unless the Mythos card specifies a specific time when it should
be played (i.e, Play when an investigator attempts to cast a
spell..., etc), the keeper may now play Mythos cards only:
During his own turn; all requirements on the card must still be
fulfilled, and the keeper spends threat to play the card, as usual.
Only one Mythos card may be played on each investigator during the
keepers turn. Any effects on Mythos cards that refer to this turn
refer to the investigators upcoming turn.
At the beginning of an Explore action; again, requirements must
be fulfilled, but the keeper gets to play the card for free. One
card may be played at the beginning of each Explore action
(regardless of whether that investigator had a Mythos card played
on him/her during the keepers turn, or whether the investigator
somehow receives more than one Explore action in a turn). The
effects of the Mythos card are carried out before any exploration
cards in the room are revealed. If the effects of the Mythos card
mean that the room can then not be explored (for example, the
Mythos card makes the investigator gain a horror, followed by a
Panic trauma, meaning the investigator is no longer in the room),
the Explore action is still considered spent.
Scenario-Specific Rule Changes
The following pages contain overlays to replace certain sections
in the Investigator and Keeper Guides for each scenario. You can
either keep these as separate sheets, or you can print them on to
label sheets, cut them out, and stick them into the Guides in the
correct places.
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Additional Setup InstructionsKeep the Raise Dead and Pyromania
keeper action cards nearby.
5 extra threat and
Exploration: Axe, Brass Key, Ceremonial Skull, Crowbar, De
Vermis Mysteriis, Dhol Chants, Fire Extinguisher, Magical Phrase,
Nameless Cults, Ruby of Rlyeh, Sedative, Shotgun, Silver Key,
Sledgehammer, Torch, Whateleys Diary, Nothing of Interest x4 (if
you own the Forbidden Alchemy expansion, replace 1 Nothing of
Interest with True Magick).
2. Claim Keeper Action Cards: Command Minion, Darkness, Evil
Presence, Take Sample, Uncontrollable Urges.
Dhol Chants,Dhol Chants,
Nameless Cults
Nameless Cults
Special RulesInvestigators may use the action on the Torch card
without discarding it.
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Special RulesThis scenario may only be played if there are two
or more investigator players.Investigators may attack each other as
if they were humanoid monsters. The keeper may not use
Uncontrollable Urges to make an investigator attack another
investigator with a spell.If the keeper hands an investigator a
face down Mythos card, that investigator may look at it but may not
share this information with other players. The card is revealed
when the investigator dies.Whenever an investigator explores a
room, the keeper takes the exploration cards, looks at them, then
passes them to the investigator face down. Investigators must keep
any cards in their possession face down (though may look at those
cards themselves at any time) and may not tell other players what
face down cards they hold. A card is only turned face up when it is
used for the first time (cards that provide a continuous bonus are
revealed the first time the bonus becomes relevant, such as when an
attribute test is performed). Investigators may still exchange
cards as normal, with the card retaining its orientation for the
exchange.Clue cards are never revealed nor may they be read out
(though they may still be exchanged) - the finder of the clue may
only state where he believes the next clue to be located.The keeper
may not reveal what is written on the Objective card unless a rule
specifically allows him to.
Claim Keeper Action Cards: Creature of the Night, Evil Presence,
Raise Dead, Uncontrollable Urges, Witchcraft.
6.
Exploration: Brass Key, Ceremonial Skull, Colt .38, Crowbar, De
Vermis Mysteriis, Dhol Chants, Elder Sign, Knife, Lantern, Magic
Phrase, Nameless Cults, Password, Ruby of Rlyeh, Saturnian Wine,
Sedative, Silver Key, Sledgehammer, Startling Evidence, Torch,
Whateleys Diary, Whiskey, Nothing of Interest x10.
2.
Place the Ceremonial Skull card to one side, then shuffle the
remaining cards and place 1 random card in each empty room (except
the Foyer).
LANTERN
Equipment.Investigators may ignore darkness
in your room.Action: Discard this card and
place a fire token in your room. You may then deal 3 damage to
a
monster within 1 range.
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CLOCK STRIKES 10The Fall of House Lynch
I3A: A fiery figure bolts down the hallway towards the
bedroom.
Place a flaming zombie in Hallway 2. The keeper gains the
Pyromania action card.
3B: The skinless remains of a man throws open the door of
the
laboratory.Place a zombie in the foyer. The keeper gains the
Raise Dead
action card.
You can only presume this is what became of the previous
investigators to venture here.
CLOCK STRIKES 11 CLOCK STRIKES 1The Fall of House Lynch The Fall
of House Lynch
II IV2A: Walter Lynch picks up his axe
and runs down the hall.
If there are no maniacs on the board, the keeper may place one
in the Foyer. He may then move any
maniac up to 2 spaces.
1A: Walter laughs at you maniacally. The man has clearly lost
his mind!
If Clue 1A has been found, place 1 time token on the next Event
card.
2B: A ghostly scene plays out before you. There is an
explosion
of gunfire!
Attack each investigator in a bedroom or hallway space as if
they were a humanoid monster. You are
considered to be using a ranged weapon with a damage value of 2,
and pass all attribute tests on a roll
of 5 or lower.
1B: Something indescribable in the depths of the house begins
to
prepare its escape.
Discard all Lock cards.
1C: The front door locks with a loud click.
In order to escape, investigators must solve Lock Puzzle
#6B:
DARK POWERSThe Inner Sanctum
IIDeep within the monastery, an
ancient ceremony begins. Blood is spilled and a dark power
closes its
grasp on your soul.
The keeper gains threat equal to half the current total damage
on the
investigators (rounded down).
THE WITCHING HOURThe Inner Sanctum
IV1A: You cover your ears and pray for the strange voices to get
out of
your head.
The keeper chooses an investigator to receive 1 horror for each
adjacent room that contains at least 1 cultist
or cult leader.1B: The ritual is about to begin!
The keeper may move each cultist 1 space.
1C: A hulking cultist guards the door with a large knife in
hand.
The keeper places a cult leader in the Chapel. Investigators may
not
escape from a space containing this monster.
TOO LATE...The Inner Sanctum
V1B: If there is no chthonian in play, the
investigators win. Otherwise:The abomination lashes out at the
puny
beings around it.
The keeper chooses one cultist in the Chapel to be killed and
one investigator
to be attacked by the cthonian.
1C: If there is a zombie, a Hound of Tindalos and a shoggoth
each in a room
with an investigator, the keeper wins.
Otherwise: The stars align without the ritual taking effect.
Angry cultists start
to flood into the monastery, ready to tear you apart limb from
limb!
Reveal Objective. The Summon Worshippers keeper action is no
longer considered Restricted and may be used
without spending threat.
THE BARGAINBlood Ties
IAn alien voice cuts through the air.
Hello, preccciouzz one. Your uncle and I had a bargain - a pact,
youz
see. Will you abide it?
The blood relative must choose 1 of the following:
Choose an investigator to take 1 horror and receive any spell
card.I give you a glimmer of his great
power!
Place a mi-go in his space.
No, no, nooo. We must finish our workz!
THE CATCHBlood Ties
IIINow it is time for you to do
something for uzzz.
If the blood relative chose an investigator to receive a spell
card for Event 1, he must now choose 1 of the following for the
keeper to
perform: Place 1 sample token on the altar.
Place a fire marker in any 2 rooms that are adjacent to a room
already
on fire.
Deal a total of 4 horror and/or damage to the blood
relative,
divided however the keeper wishes.
CLOCK STRIKES 2The Fall of House Lynch
VAs the clock strikes 2 the ground
begins to shake.
Something ancient and deep beneath the house rapidly pulls the
foundation down into the ground. The answers no longer matter
as
investigators and monsters struggle for their lives.
Reveal Objective. At the end of each round, remove 2 tiles
from
the board containing rooms in the following order: Ceremony Room
& Garden; Dining Room & Master Bedroom; Basement &
Laboratory;
Guest Bedroom & Hallway 2; Hallway 4 & Foyer. Any figure
on a
removed tile is killed.
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BAD STUDENTSClassroom Curses
IThe lights continue to flicker and dim. At the end of the
hallway you
can just about make out a pair of silhouettes - a couple of
the
schoolgirls...
The keeper places two witches and a darkness token in Hallway 3.
Each witch has +2 health per
investigator.
OUT OF ORDERClassroom Curses
II
4A: ...fire shoots out from the furnace, engulfing the room in
flames.
Place 2 fire tokens in the Furnace Room.
4B: ...the temperature in the freezer plummets at an alarming
rate.
For the rest of the game, investigators who end their turn in
the Freezer
gain a stun token and investigators in the Freezer during the
Investigator
Trading Step do not discard stun tokens.
LIGHTS OUTClassroom Curses
IIIFrom the switches and fixtures
throughout the building, sparks fly and loud popping noises can
be
heard. A distinct odour of ozone and burnt wiring invades your
senses as the occult energies that fill the air
suddenly intensify, making your hair stand on end and sending
the school
around you into chaos!
For each sample token on an altar, the keeper may perform one of
the
following: Add or remove a darkness token on
the board. Remove a fire token from the board.
Gain 1 threat.
BAD TO WORSEClassroom Curses
IV1A, 1C: Through the gloom you can begin
to perceive the vague outline of strange creatures, like
shadows, making changes
to the electrical wiring and installing their own alien
equipment.
The keeper places 1 mi-go on the board for each altar that has
at least 1 sample token on
it. He may place these mi-go in the Tower Room and/or the
Operating Room (1 per
room).
1B: The feeling of magical energy in the air reaches a
crescendo, then fades, leaving
nothing but an unsettling calm...
Reveal Objective. The keeper places a Hound of Tindalos (with +2
health per
sample on an altar) in the Tower Room and discards all Lock
cards. He may then move the Hound of Tindalos up to 2 spaces for
each unrevealed clue still on the board.
FROZEN VISITORGreen-Eyed Boy
IThe door flies open and an hysterical
man enters the room. He wears a thick winter jacket and icicles
cover his salt
and pepper beard.He runs to you and grabs the collar of your
shirt. Oh god, he weeps, it is
unspeakably horrible.
His legs give way and he collapses to the floor. I should have
listened. Damn
curiosity, damn it to hell!
He looks up at you. Please save yourself... save everyone.
Whatever you
do, do not open the freezer-
His eyes close for the last time.
Remove the sealed door marker from the Freezer door. Place a
corpse marker in
the same space as the investigator closest to the Freezer
(keepers choice if tied).
TOUCH OF MADNESSGreen-Eyed Boy
II5A: A door slams open and the boy runs frantically through. A
madman chases him, axe high over his head.
The keeper places 1 maniac in any investigators room. When this
maniac is killed, place a corpse
marker in its space.
5B: You hear murmering voices growing louder and louder. You
grab your head and yell, SHUT UP! Silence. The boy appears
around the corner with a finger to his lips. SHHH.
Each investigator takes 1 horror.
CURIOSITY KILLSClassroom Curses
V1A: Parts of the school begin to fade away. The horrors start
screeching Yuggoooth!
Reveal Objective. At the end of each round, remove 2 tiles from
the board containing
rooms in the following order: Tower Room & Attic Loft; Study
& Hallway 3; Furnace
Room & Hallway 1; Laboratory & Hallway 4; Corner Hall
& Gallery. Any figure on a
removed tile is killed.1B: Fog pours out of the angles of the
room. More of the hellish creatures have arrived!
The keeper may place up to 2 Hounds of Tindalos, each with +1
health per sample on
an altar, in the Attic Storage.1C: Puny mortals!
Reveal Objective. Instead of attacking, Helena may cast any
spell as if she were an investigator with a Lore of 6, treating
investigators as if they were humanoid monsters and ignoring Sanity
losses.
A MEMORYBlood Ties
IVA memory hidden in the darkest corners of your mind suddenly
comes to the surface: a Latin seance incantation your uncle
taught you as a child.
The blood relative may choose to test the number of clues found
so far. Before rolling the die, if every investigator discards a
skill token,
the blood relative may add his Luck to the result of the die
roll:
Pass: The keeper may immediately perform any one keeper
Action
without spending threat.Fail: The blood relative may kill
any one zombie on the board.
SUNRISEBlood Ties
V1A: Artimus attempts the ritual without
the proper blood offering.
At the end of each round, if Artimus is in a space with an
altar, the keeper may test
the number of samples on the altar:Pass: The keeper wins.
1B: Sunlight shines down on the walking cadavers, dulling the
blazing inferno.
At the end of each turn, test the number of clues found so
far:
Pass: Place 1 Time token on this card. The keeper receives 1
fewer threat each
turn for each token on this card.1C: You can feel your uncles
curse
beginning to drain your life force away.
At the end of each round, the blood relative gains 1 horror or 1
damage
(keepers choice).
In the ever-increasing darkness you can just make out that the
pipes and
wiring in this part of the building glow with an unnatural
light.
Suddenly...
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DEVOTED SERVANTGreen-Eyed Boy
IIIThe door behind you suddenly
opens. You spin around, weapon in hand, to find the butler, now
in a
full robe.
Are you surprised to see me? He grins a devious smile.
I am a devoted servant and have work to complete. I will not let
you
jeopardise my mission.
The keeper places a cult leader in any investigators room.
Mythos cards with the ? symbol that are played face down may
not
be given to investigators for the rest of the game.
HORRIFYING TRUTHGreen-Eyed Boy
IVThe boy stands before you, his eyes almost glowing with an
unnatural light. He speaks to you with the
cold cadence of a million tortured souls.
You know who I am...The keeper may perform one of the
following: Discard the Witchcraft card, then
place a witch with +4 health per investigator in any room
containing
an investigator. This witch may move up to 2 extra spaces when
she
moves. Draw 3 Trauma cards.
Reveal the objective.
DOOMED US ALLGreen-Eyed Boy
VAt the end of each round, test the number of
clues found so far:1A: The boy begins to slam shut every
door
to the mansion. He now has someone on whom to take out his
fury!
Fail: The keeper may place a sealed door marker on any door in
the Foyer (except
the exit).1B: You feel a jostle as the boy runs past
you with something ivory white in his hands.
Fail: The keeper may force any investigator carrying the
Ceremonial Skull to drop it,
then may move the Ceremonial Skull card up to 2 rooms in any
direction.
1C: The spectre of your guilt for what you did to your son
starts to appear all around
you - its everywhere you look!
Fail: The keeper may place a witch in any investigators
space.
I
5
II
6
III
6
IV
6
V
7
Green-Eyed Boy
Objective 1A
The keeper wins if the investigators are unable to get the
Ceremonial Skull to the Foyer due to the final
Event.Months later, the police uncover
your bodies in the mansion. They do not link it to the boys
murder by his
mother a decade earlier.
The investigators win if an investigator escapes from the Foyer
with the
Ceremonial Skull.The police are quite horrified by your
evidence, and immediately dispatch a
squad to the old mansion. However, they find no sign of the old
witch.
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Fall of House Lynch
Objective 1A
When this objective is revealed, discard all Lock cards, maniacs
and the Maniac Attack
action card from play.
The keeper wins if 6 tiles have been removed from the board by
the final
Event.Deep in the pile of rubble and bodies,
a possessed Walter Lynch cackles weakly with his last
breath.
The investigators win if Walter (the named maniac) is
killed.
As he collapses to the ground, you breathe a sigh of relief.
Your employer will not be happy, but at least you eliminated the
evil
spirits vessel into our world.
The Inner Sanctum
Objective 1B
If 4 cultists are in the Chapel at the start of your turn,
reveal this objective and place a cthonian in the Chapel. The
cthonian may not move but
may attack figures in adjacent spaces.
From next turn, at the start of each of your turns, place a
horror token on this card. The cthonian gains health equal to the
number of
investigators for each token on this card.
The investigators win if the cthonian is killed or if the
cthonian is not in play when the last
Event card is revealed.Youve stopped the abomination. The
cultists
will likely kill you, but youve saved the world!
The keeper wins when there are 5 tokens on this card.
The abomination grows to an unstoppable size, swallowing the
entire monastery before letting itself loose on
the rest of the world.
The Inner Sanctum
Objective 1C
The keeper wins if there is a zombie, a Hound of Tindalos and a
shoggoth each in the same room as an investigator and
either: A monster is in the same room as the
dropped Clue 1 card, or The last Event card is revealed.
Its feeding time!
The investigators win if the investigator with Clue 1 escapes
from the Chapel.
You escape with Maries unconscious form over your shoulder; the
cultists will be forced to feed the abominations they harbour with
their own
flesh this night.
Unfortunately, Marie never awakens from her coma.
Blood Ties
Objective 1B
The keeper wins if the following rooms are on fire: Guest
Bedroom, Storage Closet, Entryway, Front Porch, Mud Room, Storage
Shed, Root Cellar,
Furnace Room.
With the house destroyed, the spirits of the long-departed
cultists can finally rest peacefully in their rightful burial
ground.
The investigators win if the investigator with the Ceremonial
Skull is in the Graveyard.As you place the skull back into its
resting place, the zombies collapse lifelessly to the
ground. You have undone your uncles mistakes.
Classroom Curses
Objective 1A
When this objective is revealed, discard the Uncontrollable
Urges card from play; when an investigator sets fire to the Tower
Room, Study,
Laboratory or Gallery, he may also remove 1 time token from the
Event deck.
The keeper wins if all tiles have been removed from the board by
the final Event.
The school is transported to the frozen world of Yuggoth, where
the mi-go can
study the eldritch secrets contained in its tomes for use
against... Earth.
The investigators win if either: Investigators carrying a total
of 4 spell cards
escape through the Gallery, or At least 1 investigator escapes
through the
Gallery while the following rooms are on fire: Tower Room,
Study, Laboratory, Gallery.
Having removed or destroyed the knowledge the aliens seek, you
bolt out the front door.
Classroom Curses
Objective 1B
When this objective is revealed, remove all Hounds of Tindalos
from the board and
discard the Darkness action card.
The keeper wins if a Hound of Tindalos escapes from the Gallery
after Event 4 has been resolved.
The sight of the creature escaping into the night haunts you for
the rest of
your tragically short life.
The investigators win if Event 4 has been resolved and there are
no Hounds of
Tindalos on the board.After the hideous creature lets out its
final
dying howls, you drag its body into the freezer to preserve it
for future scientific
study.
Classroom Curses
Objective 1C
When this objective is revealed place Helena (a named witch) in
the Library and discard all Lock cards and vents from the board.
Helena
has +4 health per investigator.
The keeper wins if a mi-go kills an investigator.
You try desperately to scream as your brain is removed. The
mi-go carefully places it into a cylinder in preparation for the
long, cold journey to Yuggoth.
The investigators win if Helena is dead and either:
No mi-go are on the board, or
An investigator carrying the Ceremonial Skull is in the same
room as a mi-go.
Upon discovering that their benefactor has perished, the mi-go
make flight, taking the
vestiges of their experiments with them.
Green-Eyed Boy
Objective 1B
The keeper wins if the dropped Ceremonial Skull is in the
Freezer.
Itaqua has been brought the key that will grant him release from
his icy prison. Humanity is doomed for all
eternity...
The investigators win if an investigator escapes from the Foyer
with the
Ceremonial Skull.Ithaquas tricks and manipulations were not
enough to fool you. As you escape the mansion, it suddenly blinks
out of
existence, Ithaquas entry point into this world gone
forever.
Green-Eyed Boy
Objective 1C
The keeper wins if an investigator kills another investigator
(except one
holding the Loss of Will card) who is in the same room as a
witch.
The trauma of your sons death by your own hands has finally
overwhelmed
you, and the guilt that has been haunting you like a ghost ever
since
now forces you to a deeper damnation.
The investigators win if they find Clue 1 and then solve Wiring
Puzzle #3B.
You have found a way to awaken the memories of your sons death
without guilt;
it was not your fault.
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COMMAND MINION1
Restricted Action: Choose a monster to move up to 2 spaces.
Any investigators in the monsters space may first test Strength
or
Dexterity (-1 if Beast, -3 if Eldritch):
Pass: Take 1 horror. The monster moves 1 fewer space.Fail: Take
1 horror.
UNCONTROLLABLE URGES
1
Diminishing Action: Choose an investigator to test his
remaining
Sanity -2:
Fail: You may move him to an adjacent space or force him to
resolve an action from 1 of his spell, artifact, equipment or tome
cards (you make
all relevant choices).
TAKE SAMPLE2
Restricted Action: Choose a humanoid monster (or a mi-go) who is
not carrying a
sample to attack an investigator. If the monster causes damage,
place a sample token on the
monster and move it 1 space towards any altar.If a monster
carrying a sample is in an
altars space at the start of your turn, place the sample on the
altar and gain threat equal
to the number of investigators. You gain 1 extra threat per turn
for each sample you
have on an altar.
RAISE DEAD?
Whenever an investigator, zombie, cultist or cult leader is
killed, place a corpse
marker in its space.
Action: Perform 1 of the following:
Pay 1 threat to place 1 corpse marker in a Gaveyard, Crypt or
Morgue.
Pay 2 threat to replace a corpse marker that has been in play
since the beginning of this
game round with a zombie.
PYROMANIA1
Diminishing Action: Choose one: Place a fire token in a room
already on fire, or containing a campfire or flaming zombie.
Place a fire token in a room adjacent to a room that is already
on fire. Then test the
number of rooms on fire:
Pass: Choose an investigator to remove a fire token from any
other room.
A room may not hold more fire tokens than the number of spaces
it contains.
SUMMONING?
Action: Kill up to 3 cultists that have not moved this turn in a
single room and pay
an equal amount of threat to place the corresponding monster in
the same room:
1: Zombie2: Hound of Tindalos or Crawling One
3: ShoggothThe summoned monster may not move this
turn.
SUMMON WORSHIPPERS1
Restricted Action: Choose a space containing an altar. Place a
cultist in
that space.
DARKNESS2
Action: Place a darkness token in any room. Then, if there are
at least 3 darkness tokens and no Hounds of Tindalos on the board,
you may pay threat equal to the number
of darkness tokens on the board to place a Hound of Tindalos in
the same room.Action: Move one Hound of Tindalos
from one room in darkness to any space in another room in
darkness.
WITCHCRAFT1
Your witches may attack investigators in adjacent spaces.
Diminishing Action: If there are no witches on the board, choose
a lone investigator to test his
remaining Sanity:Fail: Pay 1 threat to place a witch in that
investigators space.If no investigators are within a witchs
line-of-sight at the end of any of your turns, remove that witch
from the board.
-
2ATHE INNER SANCTUM
The room at first appears empty.
You then remember Maries favourite hiding
space and find a note taped behind the door hinge.
So much blood spills in the inner sanctum! Tell the guard
running the ceremony: non omnis moriar. Proceed with caution, my
friend. - Marie
Place a ladder marker in your space and the Chapel.
2BTHE INNER SANCTUM
A hooded figure sits in the corner of
the room. His raspy voice beckons to you:
Do not fear me; Marie sent me to assist.
You are so close to stopping them, but you must move quickly to
where the dead live. This password should get you past the
guards.
Place a ladder marker in your space and the Chapel.
1ATHE INNER SANCTUM
A robed figure sits on a stone throne
at the far end of the room. She speaks to you with a familiar
voice... Marie??
Bravo, my puppets - you have finally made it here. I
do in fact need you, but only your body, not your mind.
Reveal Objective. The keeper places a cult leader in this
room. This monster can move 1 extra space when it moves.
3ACLASSROOM CURSES
Tucked into the pocket of a white coat you find a
crumpled note: I overheard Agatha and Tabitha talking;
theyre up to something demonic, and its seeping into the walls
of this old school.
Cant you feel it?
Suddenly, the door to this room slams shut.
Place the Padlocked Door Lock card in this room.
3BCLASSROOM CURSES
The only object that seems out of
place in this room is a small bag of toiletries you
find sitting on a shelf. Inside is a note: Those girls were
talking about using this place as a conductor of magic. I
think that might explain whats been happening!
Suddenly, the door to this room slams shut.
Place the Padlocked Door Lock card in this room.
1ACLASSROOM CURSES
Lying in a corner motionlessly,
you discover the mauled remains of one of
the schoolgirls. On the floor near her is an unfinished message:
Amelia, those
witches have brought these beings here so that they can use the
power contained in
this place against us! Ill try to hide-
Reveal Objective.
1BCLASSROOM CURSES
As you explore the dusty room,
you suddenly get a strong sense of dj vu coupled with a vision
of
two girls near an altar. You cant tell if it is the past or the
future, but the girls are reciting unspeakable words
from a dusty tome as a portal to another place slowly opens
before them...
Reveal Objective.
1CCLASSROOM CURSES
You find two metal cylinders, each
containing a brain. One is labelled Jessica and the other
Amelia.
Helena Detaignes voice calls out from the darkness, The Mi-Go
offered power, and in gaining it my students have
assisted me well; Agatha and Tabitha in service, Amelia and
Jessica in sacrifice.
Reveal Objective.
6AGREEN-EYED
BOYUnder a pile of
coats, you find the fresh bloodied body
of the butler. He breathes heavily and struggles to
speak; You cant help him.
His eyes glaze over as he stares towards the kitchen.
Theyre hiding. Tell them...
He then falls still.
Place a corpse marker in your space.
6BGREEN-EYED
BOYThe room is covered in fresh blood. You barely manage to
keep your lunch in.
Red letters are smeared on the large oil painting: You
cant help him.
Beneath it lies a bloody arrow pointing to the right.
Place a corpse marker in your space.
5BGREEN-EYED
BOYA frantic man paces
inside the room.
Hes not my son, no, not mine. The ceiling above
him groans as he secretly hands you a key.
I swear its not my fault. The experiments have nothing to do
with it. A slimy tentacle suddenly bursts through the
ceiling, consuming him whole.
The keeper places a chthonian in this room.
1AGREEN-EYED
BOYYou almost trip over some toy blocks as
you enter the room. As you pick one up, you are
consumed by a vision. A womans voice purrs, My boy... my master
demands a sacrifice. She presses a pillow on his face until his
feet stop kicking.
Reveal Objective. Replace the Lock card in the Freezer with the
Ceremonial Skull.
1BGREEN-EYED
BOYYou pick up the
phone and attempt to call for help. The line
is dead.
The child appears. Dont leave. I need you! he cries.
His shape flickers as he roars RELEASE ME!
Reveal Objective. Place the Ceremonial Skull under any
exploration cards in the:2A: Tower Room
2B: Nursery
1CGREEN-EYED
BOYYou find your jacket sitting in the corner
of the room. How did it get here? As you move
closer, you notice it is a strait jacket - your strait
jacket.
You suddenly remember your sons tragic death. You cant
cope; none of this is real!
Reveal Objective. The investigator who revealed this
card may spend Actions to attempt Wiring Puzzle #3B.
Fall of House Lynch
Objective 1B
If th
ere
are
2 sa
mpl
e to
kens
on
an a
ltar
, re
veal
this
obj
ectiv
e an
d pl
ace
a sh
oggo
th in
th
e C
erem
ony
Roo
m.
The
keep
er w
ins i
f the
shog
goth
es
cape
s fr
om th
e F
oyer
.
Hav
ing
open
ed a
por
tal t
o a
dim
ensi
on o
f uns
peak
able
hor
rors
, a
mad
Wal
tar
Lync
h ha
ngs
him
self
; hi
s w
ork
- an
d hi
s li
fe -
are
ove
r.
The
inve
stig
ator
s win
if th
e sh
oggo
th d
ies
or if
Eve
nt 5
has
reso
lved
and
ther
e is
no
shog
goth
in p
lay.
You
have
pre
vent
ed a
n in
desc
riba
ble
horr
or
from
bei
ng le
t loo
se u
pon
the
wor
ld. T
he
gate
way
to th
e an
cien
t cit
y be
neat
h W
alte
rs
hous
e is
clo
sed
fore
ver.
-
AXE
4Sharp Melee Weapon.
Once per turn while attempting a Lock puzzle, you may test
Strength:Pass: The puzzle is completed.
Action: Attack a monster in your space.
CEREMONIAL SKULL
Artifact.Gain +2 Lore.
Action: Test your Luck:Pass: Gain 3 skill points.Fail: The
keeper gains 3
threat.
RUBY OF RLYEH
Artifact.You may perform 2 actions
each turn, providing at least one of those actions is casting a
spell (you may not cast the same spell twice).
KNIFE
3Sharp Melee Weapon.
Action: Attack a monster in your space or drop this card
to test your Dexterity:
Pass: Deal 3 damage to a monster within 2 range.
STARTLING EVIDENCE
Equipment.Action: Discard this card
and take 2 horror to remove 1 time token from the Event
deck.
WHISKEY
Equipment.Gain +1 Willpower.
Action: Discard this card to heal up to 3 horror.
SATURNIAN WINE
Equipment.Action: Discard this card to heal up to a total of 3
damage and/or horror,
divided however you choose.
CRUCIFIX
Equipment.Gain +1 Willpower and +1
Luck.Action: Test your Luck +1:
Pass: Stun a zombie or vampire within 1 range.
DYNAMITE
Weapon.Action: Discard this card to
choose an adjacent room 1 space away. Roll a die 3 times and
deal damage equal to the highest roll to each figure in the
chosen
room.
FLUX STABILIZER
Equipment.Whenever a monster is
placed in your room, the keeper must instead place the monster
in an adjacent room
of your choice (if able).
ISABELS LETTER
Equipment.Whenever you spend a skill
point, test Willpower:Pass: Heal 1 horror.
MAGNIFYING GLASS
Equipment.You may perform 2 different actions each turn,
providing
one of those actions is an Explore action.
MICROSCOPE
Equipment.Whenever you reveal a
Nothing of Interest card while exploring, gain 1 skill
point.
TYPEWRITER
2Equipment, Blunt Melee
Weapon.Action: Attack a monster in your space or test Intellect
and Lore:Pass Both: Another investigator in your space gains 1
skill point.
DUKE
Ally.Any player may use Duke.
Gain +2 to Dexterity and Strength tests during combat.Action:
Once per round, give
Duke and 1 Exploration card to an investigator within 2
spaces.
FIRE EXTINGUISHER
2Blunt Melee Weapon,
Equipment.Action: Attack a monster in your space or discard
this
card to discard all fire tokens from your room.
-
Throw off the
Scent
Bef
ore
mak
ing
an
evad
e te
st, y
ou m
ay
take
1 d
amag
e to
au
tom
atic
ally
pas
s th
e te
st a
nd m
ove
the
mon
ster
1 sp
ace.
Jury-Rigging
At a
ny ti
me,
you
may
di
scar
d an
equ
ipm
ent,
tom
e, a
rtifa
ct o
r w
eapo
n ca
rd in
stea
d of
sp
endi
ng a
skill
poi
nt.
Remote Viewing
Actio
n: T
est y
our
rem
aini
ng S
anity
-5:
Fai
l: C
hoos
e a
room
. The
ke
eper
mus
t tel
l you
if it
co
ntai
ns a
ny c
lues
. If i
t do
es n
ot, y
ou m
ay lo
ok a
t al
l car
ds in
that
room
then
re
plac
e th
em in
the
sam
e or
der.
Clairvoyance
Actio
n: T
est y
our r
emai
ning
Sa
nity
-5:
Fai
l: F
or e
ach
poin
t tha
t you
fa
iled
the
test
by,
you
may
lo
ok a
t 1 M
ytho
s or T
raum
a ca
rd in
the
keep
ers
han
d (c
hose
n ra
ndom
ly).
You
may
then
spen
d a
skill
poi
nt
to d
isca
rd a
ny 1
car
d yo
u lo
oked
at.
Professor
s
Instincts
Bef
ore
mak
ing
a M
arks
man
ship
, D
exte
rity
or
Luc
k te
st, y
ou m
ay sp
end
a sk
ill p
oint
to u
se y
our
Inte
llect
inst
ead.
Expansive Mind
Whe
neve
r you
rece
ive
a sp
ell c
ard,
you
may
ch
oose
to d
raw
2, r
ead
the
back
s of b
oth,
then
ch
oose
1 to
kee
p an
d di
scar
d th
e ot
her.
Afte
r yo
u do
this
, gai
n 1
horr
or.
Shoes for Saving
the World
Whe
neve
r you
fail
an
evad
e te
st, t
ake
1 le
ss
dam
age
(to a
min
imum
of
1) a
nd y
ou m
ay
mov
e 1
spac
e.
You Think
You
re Scary?
Onc
e pe
r rou
nd, a
fter
pass
ing
a ho
rror
test
, yo
u m
ay m
ove
1 sp
ace.
Lucky Shot
Afte
r you
dea
l dam
age
to a
mon
ster
with
a
rang
ed w
eapo
n, te
st
Luck
-1:
Pas
s: D
oubl
e th
e da
mag
e yo
u de
alt t
o th
e m
onst
er.
On the Case
Whe
neve
r you
reve
al
a cl
ue c
ard
whi
le
expl
orin
g, te
st In
telle
ct:
Pas
s: G
ain
2 sk
ill
poin
ts.
Process of
Elimination
Whe
neve
r a c
lue
card
is
reve
aled
, tes
t Int
elle
ct -X
(X
is th
e nu
mbe
r of t
he c
lue
card
):P
ass:
The
kee
per m
ust
choo
se a
n ob
ject
ive
card
for
this
scen
ario
for y
ou to
read
. H
e m
ust c
hoos
e a
diffe
rent
ob
ject
ive
card
eac
h tim
e yo
u pa
ss th
is te
st.
Trial and Error
Afte
r mak
ing
an
Inte
llect
or L
ore
test
, yo
u m
ay sp
end
a sk
ill
poin
t to
re-r
oll t
he d
ie
(lim
it on
ce p
er te
st).
Exploit
Weakness
Whe
neve
r you
atta
ck a
m
onst
er, y
ou m
ay sp
end
a M
ovem
ent S
tep
to
mak
e th
e ke
eper
dra
w 2
co
mba
t car
ds m
atch
ing
your
wea
pon.
You
may
re
ad b
oth,
cho
ose
1 to
re
solv
e, a
nd d
isca
rd th
e ot
her.
Eat Lead!
You
gai
n +
1 to
all
at
tribu
tes d
urin
g co
mba
t. W
hene
ver y
ou
caus
e at
leas
t 1 d
amag
e du
ring
com
bat,
caus
e 1
addi
tiona
l dam
age.
Prayer
Actio
n: T
est L
uck:
Pas
s: S
pend
1 sk
ill
poin
t to
heal
2 h
orro
r.
Blessing
Whe
neve
r ano
ther
in
vest
igat
or w
ithin
1
rang
e pe
rfor
ms a
skill
te
st, y
ou m
ay sp
end
a sk
ill p
oint
inst
ead
of th
at in
vest
igat
or to
ad
d yo
ur L
uck
to th
e re
leva
nt a
ttrib
ute.
-
BONE SAW
2Sharp Melee Weapon.
Action: Attack a monster in your space. If you deal
damage to a stunned target, deal an additional 2 damage.
CAMERA
Equipment.When a monster is killed in your room, you may place
the figure
on this card (limit 1 figure on this card). Investigators in
your room
gain +1 on attributes when making tests during combat against
this
monster type.
FLASH POWDER
Equipment.Action: Place a horror token on
this card to stun a monster in your space. Then test the
number
of tokens on this card:Pass: Discard this card and you
are stunned.
GRAYS ANATOMY
Equipment.Action: Test Intellect:
Pass: Spend a skill point to allow another investigator in your
space to heal 2 damage,
then you heal 1 horror.
STUDIES ON HYSTERIA
Equipment.Action: Spend a skill point to choose another
investigator
in your space with an insanity Trauma card, then test
Intellect:Pass: Discard the Trauma card.
SWORD CANE
2Blunt and Sharp Melee Weapon.Action: Attack a monster in your
space. The keeper draws a Blunt Melee combat card and reads it to
you. Before rolling the die,
you may choose to discard it and draw a Sharp Melee card
instead.
Hypnosis
Actio
n: T
est W
illpo
wer
:P
ass:
Tak
e 1
horr
or
(with
out e
xcee
ding
yo
ur S
anity
) to
allo
w
anot
her i
nves
tigat
or in
yo
ur s
pace
to h
eal 2
ho
rror
.
Intervention
It co
sts t
he k
eepe
r 1
extra
thre
at to
use
ab
ilitie
s or c
ard
effe
cts
that
allo
w h
im to
mov
e,
atta
ck w
ith o
r tak
e an
ac
tion
with
ano
ther
in
vest
igat
or in
you
r ro
om.
Keen Eye
Onc
e pe
r rou
nd, y
ou
may
look
at (
then
re
plac
e) th
e to
p fa
ce
dow
n Ex
plor
atio
n or
O
bsta
cle
card
in y
our
room
with
out n
eedi
ng
to E
xplo
re.
Detail-Oriented
Actio
n: C
hoos
e a
mon
ster
in y
our r
oom
an
d te
st L
ore:
Pas
s: L
ook
at th
e m
onst
ers
toke
n.F
ail:
If it
is a
H
uman
oid
mon
ster
, lo
ok a
t its
toke
n.
Disappearing
Act
Whi
le y
ou a
re h
idin
g,
you
may
spen
d bo
th o
f yo
ur M
ovem
ent S
teps
to
mov
e to
any
spac
e up
to
6 s
pace
s aw
ay th
at
is in
a ro
om c
onta
inin
g no
Exp
lora
tion,
Loc
k or
O
bsta
cle
card
s.
Conjurer
You
star
t with
the
Pla
gue
of L
ocus
ts
Spel
l car
d.
Field Medic
Whe
n th
e ke
eper
w
ishe
s to
play
an
inju
ry
Trau
ma
card
on
anot
her
inve
stig
ator
in y
our
room
, the
num
ber i
n th
e to
p-rig
ht c
orne
r of t
he
card
is c
onsi
dere
d to
be
2 lo
wer
.
Autopsy
Whe
neve
r a m
onst
er is
ki
lled
in y
our r
oom
, tes
t In
telle
ct:
Pas
s: G
ain
1 sk
ill p
oint
or
hea
l 2 h
orro
r.
2ACLASSROOM CURSES
You find another note: Those girls are trying to bring
something here, Im sure of it. Ive been feeling like
something has been stalking me these past days, Amelia - its
everywhere, hiding in the shadows. I can feel it looking
at me, especially when Im near the old books.
The note is signed off Jessica.
2BCLASSROOM CURSES
Scribbled on the back of a map of
the old part of the building you find another message: Those
girls are
trying to summon something otherworldly, I can feel it.
Something evil this way
comes, Amelia; I can see the eyes in the dark!
The message is signed off Jessica.