
Miniatures:
Louise, Felicity, Wolsey and Barney from Hasslefree Miniatures
And pictures used without permission.
Buster available from Beaumont Miniatures via Armorcast
Miniature used with permission.
“Ghost of Colonel Marbles” available from Frothers Unite
Miniature used without permission.
Build Your Own VW Bus available from Play
Play Tiles:
While I’ve included tiles to play the game on in a separate PDF, these people do a fine range that can be used
World Works Games –Shellendrak Manor
Stones Edges – The Dungeon 2
Ainsty via Old Crow Models
Playing The Game
Firstly, each player picks a miniature to play. In case of two or more players wishing to control the same figure, each roll D6 and the lowest scorer picks first!
Next, roll on the Monster Chart to see what monster the gang are investigating.
Monster Chart:
1: Foul Beast (plague Demon, swamp monster, rotting zombies etc)
-Only moves 3 Squares, any players in squares adjacent
suffer +1 on their dice rolls from the terrible stench!
CP to capture = 12
2: Loud Beast (Vampire, werewolf, evil clown)
-Any time an Adventure Card is due to be drawn, roll D6. On a 1 the monster makes its presence known (a swarm of bats, a howl or roar echoes through the room etc) and Players must take a Jinkies! test in addition to the Event.
CP to capture = 10
3: Warrior Beast (Frankenstein, Black Knight, Yeti etc)
-gains -1 on its tests to capture the Players
CP to capture = 10
4: Ethereal Beast (Ghost, Phantom etc)
-players suffer +1 to their dice rolls against this monster and must take a Jinkies! test to use items against it.
CP to capture = 13
5: Shambling Beast (Mummy, animated mannequin, animated objects)
-only moves 3 squares, but gains -1 on its tests to capture the Players
CP to capture = 12
6: Fast moving Beast (Ghouls, Swarms of things, headless horsemen etc)
-Any time an event is drawn roll D6. On a 6 place the monster in the door furthest from the Players instead of drawing an event card.
It cannot be captured, the players must exit the board section or leave its Line
of Sight to lose it.
CP to capture = 13
The Mansion Deck
Shuffle the Mansion cards and deal out six face down.
Now take the Objective Card and shuffle it in with the six
cards you have just dealt.
Finally, deal a further six Mansion cards on top of the seven you already have.
You should now have thirteen cards, and your objective lies somewhere among the final seven... but who knows where exactly!
The remaining Mansion cards are NOT used, and may be returned to the box.
The thirteen cards, including the objective room, form the Mansion
deck for the adventure
Board Sections required:
6x Rooms
1x Corner
8x Passageway
3x T-Junction
1x Objective room
Rooms are 4 squares by 4 squares, corridors 6x2, corner 3x batches of 4 and objectives 8x 6 squares.
Each section has 2 Doors. Doorways are two squares adjacent to each other and are always on a board edge!
Deployment
Place a Corridor with a door at one end and a marker at the other. This represents the point the Players enter the game, using their first action to move onto this corridor.
If a Player reaches a doorway and have at least 1 more square left on their move, they may turn over the top card of the Mansion Deck and attach it to the doorway how they wish (squares must be lined up however!).
If the card reveals a corridor or Room, they may attach a door to the opposite side of the board section attached to any two adjacent squares they wish.
If you find a T-junction place the board section on your
playing surface as normal. Now, before you do anything else, you must divide
the Mansion deck! The Gang know their objective lays one way or the other, but
they don't know which! Dealing from the bottom of the Mansion deck, deal out
one card at a time to the left and to the right until you have two separate decks.
Place one deck at each of the two new exits of the junction.
As the Players explore, use the left Mansion deck for the left hand branch of
the mansion, and the deck on the right for the right hand branch.
The first time each room is entered or if a Player successfully searches a room (see later), the player takes a card from the Adventure deck.
If the Adventure card is a Monster Card (the card has an 'M' in the top corners) place the monster in the opposite doorway and each player takes a Jinkies! test.
Jinkies!
Players affected roll a D6:
1: Voice Of Reason: The Player keeps their cool as Calm and negates one Panic result
2-5: Calm: Unnerved, the player suffers no effects.
6: Panic! the character panics and moves D3 squares in a random direction
Line Of Sight.
Any squares in the model's front up to 180 degrees.
To determine whether a model can see a target or not, draw an imaginary line from the centre of the model’s square to the centre of the intended target's square. If this line passes through a wall or terrain piece, the 'line of sight' is blocked.
Scatter
This is done by rolling D8
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1 |
2 |
3 |
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4 |
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5 |
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6 |
7 |
8 |
The number of squares moved will be indicated. If not, roll D3, stopping upon contact with another object (player, monster, terrain feature, wall). Scatter will not cause a miniature to leave the current section.
Players Turn:
Players can make 2 actions per turn:
use an item (follow the item's card) Either an item they are carrying or an adjacent terrain object (see later)
Search Current Room
Each player can successfully search each room only once!
Items:
All items are 1 use only and are placed in the Discard Pile once used.
Abilities:
Barney: “Lets split up”: When encountering a junction can decide how to split the party; either all go one way or a group of two and a group of three. The Player can choose who is in each group and the direction they go in.
Louise: “According to the map”: Can place a door in this room then split the mansion deck as per a Junction.
Felicity: “Buster Snack”: Counters 2 failed Panic rolls
Wolsey: “They'll never find us in here!” Wolsey and 1 adjacent mini cannot be spotted by a monster this turn.
Buster: “He's got the scent” When an Adventure Card is drawn, can choose to take 2 cards and pick which one is activated. The other is shuffled back into the deck
Monsters:
Captured Players cannot use their abilities, but can either use 1 item or attempt to break free.
Ending the Game:
The players will need to use their items and any Interactive Terrain on the board section to beat the required amount of Capture Points (CP) in a single turn to render it unable to escape and they can solve its mystery!
If any piece of Objective Room Interactive Terrain is used, the party gains +D6 CP to their combined Items / Terrain score.
If this does not exceed the score in a single turn, the items are used up and the creature loses its activation this turn. However, it acts as normal in its next activation and is bound to want retribution!
The players are free to leave the room and search for more items or to try with what is in the room. The monster will not leave this objective room under any game effect while one or more players are on the section.
If the combined score *beats* the monster's CP value the team successfully captures the monster and can remove its mask! The players have finished the game successfully!
Objective Room Interactive Terrain
1) Hose*: 4CP
2) Fireworks* (flashbang) 4CP
3) Big Net: 5CP
4) Conveyor Belt: 3CP
5) Springboard / Trampoline*: 3CP
6) Trapdoor: 5CP
7) Turn out the lights: 3CP
8) Tripwire*: 3CP
9) Pile of Tyres*: 3CP
10) Tied to the Wall: 3CP
Capturing the Monster
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2 |
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Hank |
Wickles |
The Great |
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3 |
Captain |
Buck |
Bluestone |
The Stuntman |
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4 |
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Stuart |
Cutler |
The Actor |
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5 |
Dr. |
Carl |
Masters |
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6 |
Mr |
Harry |
Jenkins |
The Attorney |
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7 |
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Bob |
Pietro |
The Sheep Rustler |
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8 |
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Zeb |
Oakley |
The Owner |
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9 |
Professor |
Magnus |
Najib |
The Farmer |
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10 |
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Henry |
Perkins |
The Janitor |
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11 |
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Alfonse |
Bascombe |
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12 |
Uncle |
Penrod |
Greenway |
The Hypnotist |
Eg 10, 10, 4 and 7 gives us “Henry Cutler, The Sheep Rustler!”