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Dont Go in There - Rulebook 20211002
Dont Go in There - Rulebook 20211002
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.
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
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
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.
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.
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.
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.
Gameplay
In a 2-player game, you play with a dummy player who
never takes a turn.
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.
Rulebook Editors: Brendan Riley, Brian Mattucci, Dudley Horque, Eric Ma, Kati LiPetri,
Luke Shiras, Matt Willems