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Rulebook

Setup
C D ice T ower
A Each player chooses a color and takes the 5 matching (x1)
Meeples to form their supply. C G host D ice
(x5)
B Each player takes a Haunted Card and places it face-up
in front of them.

A M eeples B H aunted C ard


(x20) (x4)
D G host T okens
(x24 ones, x4 fives/tens)

The Attic

C Put the box insert in the box. The box is used as a Dice
Tower. Place the Ghost Dice in the Dice Tower tray.
D Place the Ghost Tokens in a pile.
E C ursed C ards
E Sort the Cursed Cards by type. Choose any 6 Cursed (12 types, x8 each)
Card types. For your first game, we recommend using
Amulets, Masks, Music Boxes, Rings, Twins, and Holy
Water. Shuffle the 6 Cursed Card types together. If playing
with 2 or 3 players, randomly remove 12 cards from the The Hallway

deck, but do not examine them. Remove all unused cards


from the play area. Place the deck of Cursed Cards face-
down near the center of the play area.
F Place the Room Mats in the center of play. If playing
with 2 players, use the sides with the 2-player icon ( ).
Draw and place 3 face-up Cursed Cards in a row above each
Room.
F R oom M ats
(x3)

The Basement
Don’t go in there! How to Play
“They’re just trying to scare us,” your friends laugh at the ominous
warning painted on the boarded up gate of the abandoned house. Additional 2-player rules are on the back of this rulebook.
“I don’t know about this…” you nervously stammer as your friends
knock down the gate and wave for you to follow. Inside you find an
old spirit board with ornate letters and numbers. “Let’s touch it!” Whoever chants this incantation 3 times takes the 1st turn.
your friends exclaim. You all place your hands on the planchette. “Primum ludio ludius.”
Suddenly, the front door slams and the planchette spells,
On your turn, Place a Meeple into a Room and if it is the
You have invoked a curse. Now seek 12 more. 3rd Meeple there, Resolve the Room. Then the player to
13 to complete the ritual, and I will open the door. your left takes the next turn.
You see a long, dark hallway, a ladder leading to the attic, and
stairs to the basement. “We better split up,” a friend chirps. You Place a Meeple ( )
click on your flashlight and mutter, “I knew this was a bad idea…”
Place 1 Meeple from your supply on an unoccupied space
in any Room. Each Meeple you place will allow you to claim
Key concepts 1 of that Room’s Cursed Cards during the Resolve step. A
Meeple placed further up has a better chance of getting 1st
choice of the Cursed Cards, but there is also increased risk
Going further into the of taking Ghost Tokens.
haunted house can get you Risk
y
1st choice of the cards, but
you risk getting haunted by
more Ghosts ( ).
The Basement
e
S af

Curses ( ) are bad.


When you dispel a Cursed Card, flip it.
Now its Curses don't count.

Having a few Ghost Tokens is okay.


But if you end with the most Ghost
Tokens, you get a bunch of Curses.
1 PER
The Basement

Charlotte decides to place a Meeple in the basement because she


likes the cards available there. Charlotte chooses the middle space,
The player with the FEWEST Curses ( ) wins! hoping it will be moderately safe and possibly get her 1st or at least
2nd choice of the cards.
Resolve the Room
If the Meeple you placed is the 3rd Meeple in a Room, 2. Take Cursed Cards. Beginning with the player with the
perform these 3 steps: Meeple at the top and continuing down, take a Cursed Card
of your choice from the Room. Keep your Cursed Cards
1. Roll for Ghosts. Drop all 5 Dice into the Dice Tower. face-up in front of you, separated by type. If you meet the
Resolve each of the 3 Meeples using this same roll result. condition for a card, you must immediately trigger its effect
Each space indicates how many of the 5 dice are activated upon taking the card (unless it says “At Game End”). Then
by the player on that space. return your Meeple to your supply.
No effect. Activate as many blanks as you can.

Take a Ghost Token ( ) and place it on or


/ /
next to your Haunted Card.

In the rare case that no Ghost Tokens remain, use any


reasonable substitute token.

1 st
3 Ghosts are rolled.
2 nd

3 rd
Jonah must activate 4 of the dice The Basement
( ). Jonah takes 2
Ghost Tokens ( ). Jonah chooses 1st and chooses the tome because it has the fewest
Curses. Charlotte gets 2nd and 3rd choice and takes both the
remaining Cursed Cards.
Charlotte must activate 3 of the
dice ( ). Charlotte takes
1 Ghost Token ( ).
3. Reveal New Cursed Cards. After a Room is resolved,
draw 3 cards from the Cursed Card deck and place them
in a face-up row above the Room. But if no cards remain
Charlotte must activate 1 of the in the deck, instead remove the Room from the play area.
dice ( The Basement
). Charlotte takes 0
Continue taking turns in clockwise order until every card
Ghost Tokens.
has been taken. Then the game ends.
Cursed Cards Game End
T ype The game ends when all Cursed Cards have been taken
C urses and all 3 Rooms are empty. Trigger any Cursed Card effects
that say “At Game End,” including the Haunted cards.
Determine your final score by adding together the Curses
on your cards. The player with the fewest Curses wins. If
tied, the player with fewer Ghost Tokens wins. If still tied,
the tied players share victory.
W hen it triggers

E ffect J onah

There are 8 cards of each type. Curse values range from 1-4.

A t G ame E nd : The effect takes place at the end of the game.

2 , 3 , 4 : This number indicates how many cards of that


type are needed to trigger the effect.
15
Dispel : Flip the card face-down. Curses on face-down
cards are not counted at the end of the game. C harlotte
Multiple Sets: You can trigger some effects multiple times
by collecting another complete set of the required cards.

Haunted 17
At the end of the game, if you don’t have
the most Ghost Tokens, dispel this card. W ill
The player with the most (or tied for most)
Ghost Tokens suffers 1 Curse for every 2
Ghost Tokens they have.

Important Tip: Pay attention to how


many Ghost Tokens you have compared
+ =
to other players. It is difficult to win if you 11 6 17
have the most Ghost Tokens!
Jonah has the fewest Curses and wins the game!
Cursed Card Clarifications

Amulet: At game end, if you are the only player


with 3 or more amulet cards, dispel 2 amulet Mirror: Each time you take a mirror card, take
cards. If you and another player have 3 or more 1 Ghost Token. When you collect 3 mirrors,
amulets, you each dispel 1 amulet. In a 2-player immediately dispel those 3 mirror cards.
game, do not count the dummy player’s amulets.

Cat: At game end, if you have 9 or fewer Ghost Music Box: At game end, dispel half of your
Tokens, dispel up to 3 cat cards of your choice. music box cards (of your choice), rounded down.

Clocks: If you are the 1st player to collect a set of


Portrait: When you have a set of portrait
clocks whose Curse values add up to 9 or more,
cards whose Curse values add up to exactly 7,
immediately dispel 2 clocks of your choice. After
immediately dispel those portrait cards.
that, collecting a set of clocks has no effect.

Doll: At game end, if you have the most Curses


on doll cards, dispel 2 doll cards of your choice. Ring: When you collect 4 rings, immediately
If tied, all tied players dispel 2 dolls. In a 2-player dispel those 4 ring cards.
game, do not count the dummy player’s dolls.

Holy Water: When you collect 3 vial cards, Tome: When you collect 3 tome cards, choose a
immediately discard half of your Ghost Tokens type (not tomes) and immediately dispel all your
(rounded down). cards of that type.

Mask: When you collect 2 mask cards,


Twin: When you collect 2 twin cards with the
immediately pass 2 Ghost Tokens to the player
same Curse value, immediately dispel those 2
to your right. If playing a 2-player game, pass
twin cards.
them to the other player, not the dummy player.
2-Player Rules
Setup
Use the side of the Room Mats with the 2-player icon ( ).

Gameplay
In a 2-player game, you play with a dummy player who
never takes a turn.

The dummy player’s printed Meeple


counts as 1 of the 3 Meeples in the
Room. The dummy player collects
Ghost Tokens according to the
normal rules.

When the dummy player chooses a card, they take the card
with the fewest Curses. If tied for fewest Curses, it takes
the leftmost of the tied cards. The dummy player never
triggers card effects.
The Attic
Game End
The dummy player cannot win, so do not count its Curses.
However, the dummy player’s Ghost Tokens are considered
when determining which player has the most Ghost Tokens.

Game Design: Andrew Nerger & Jeffrey Chin


Illustration: Rupert Lewis Jones
Graphic Design: Jeffrey Chin
Playtesters: Abby Chin, Alejandro Quesada, Alison Parkllan, Andrew Lynn,
Andrew McBlasterson, Andrew Mitchell, Andrew Simek, Ashley Nieders, Ben Rosset,
Beth Chin, Brennan Aldridge, Brian Blankstein, Carol Chin, Christine Scioscia,
Craig Nerger, Dan Germain, Daniel Rivera, Danny Yoerges, Eric Williams, Frank Alcon,
Harold Chin, Jim Nerger, Joe Dickinson, Karl Nerger, Ken Gruhl, Kiera Dobbs,
Kristen Strok, Levi Robertson, Lex Nerger, Lincoln Schrag, Maureen Nerger, Nick Schrag,
Perry Kleinhenz, Rachel Rizzuto, Richard Gricius, Rob Chin, Rob Huber, Rusty Scioscia,
Ryan Nieders, Scott Totzke, Shannon Nerger, Valerie Schrag, Vincent Carlson,
Zane Thornburg

Rulebook Editors: Brendan Riley, Brian Mattucci, Dudley Horque, Eric Ma, Kati LiPetri,
Luke Shiras, Matt Willems

©2022 Road To Infamy Games. All rights reserved.

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