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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
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ook
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12
| R
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