How To Play MoM Without Keeper Story1 (Revised) 1st Ed.

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How to play Mansions of Madness without Keeper (with revised scenario rules)

Story 1: The Fall of House Lynch

Story 1: The Fall of House Lynch


These paragraphs enable one or more players to play Mansions of Madness without a Keeper player. Do not
read any paragraph without having been specifically told to do so. It is advisable to print out this document
for ease of reference.
This system was created and wrote by Darrell Pavitt and modified by Jaime Mayol. You can find the
originals files by Darrell here (Story 1), here (Story 2) and here (Stories 3, 4 and 5, and general instructions).
This document includes flavour text created by RedMonkeyBoy. This version includes the revised scenario
rules created by Chris Davis.
Together with this manual you will need two differents kinds of tokens (or one kind of double sided token)
as additional material (1 for each room in the board game). You can use those ones (created by Chris Davis)
for example.

Setting up:
Set up the game as normal with the next exceptions:
-Instead of seeding the board place an unexplored token in each room and a lock unchecked token on
every room but the starting one. You can place the lock unchecked tokens on top of the unexplored
tokens. If you are using double sided tokens you can use one side to represent the lock unchecked
tokens and the other side for the unexplored tokens, so when you have to discard the lock unchecked
token just flip over the token instead.
-Prepare a random deck using the following cards:
Whiskey, Sedative, Nameless Cults, Ruby of Rlyeh, 5x Nothing of Interest.
-Instead of choose an objective and story options, read the next introduction and write down the
results of your rolls. In the paragraphs, these cards are referred to as drawn:

Introduction:
Resolve the following once (not for each Investigator):
Last week, you consulted a fortune teller as a joke, while out with friends. Your fortune was disturbing, to
say the least.
The old woman takes your money, and begins laying out tarot cards. The first card represents the past,
she croaks.
First card: (roll)
1-3: The Hanged Man You feel you have been too easily influenced by others.
4-6: The World You have been delayed recently.
7-9: Death You fear change, the old gypsy reassures you.
10: reroll.

The old woman is unconcerned by this. This next card represents the present

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Second card: (roll)


Odd: The Moon You are being deceived by someone
Even: The Star You have doubts about your abilities

The old woman frowns at the reading. Never worry, sweetie, she says. This card represents what is to
come.
Third card: (roll)
Odd: The Fool You will act irresponsibly
Even: The Emperor You will meet an untrustworthy man

Oh, my! The old woman is somewhat shocked. Her hand trembles. The final card .. She stops. Finally, the
old woman turns over the final card: the Tower. A great disaster awaits! You must take the utmost care! It
is a good thing you dont believe in such superstitious nonsense!
To increase replayability dont roll before playing, you can do each roll at the first time that a
paragraph asks for some drawn (write down the word in that moment for further paragraphs).

Keeper cards:
To avoid that you have to look in the Keeper Story Guide here is the information that you need to set
up the game:
Mythos cards: Use the Door, Stairs up and Bat cards.
Keeper Actions Cards: Evil Presence, Command Minion, Take Sample, Uncontrollable Urges and
Maniac Attacks.
Keeper starts with 1 Mythos and 1 Threat.

Playing the game:


Investigators turn:
When the game starts read the paragraph #E0 for the introductory text.
When an investigator moves to a room with a lock unchecked token, read the L paragraph
corresponding to the number of the room (check the room guide), remove the lock unchecked token,
and place the lock card on the room or move the investigator to the room (if there is no lock or the
lock has been solved).
When an investigator explores a room with an unexplored token read the R paragraph
corresponding to the number of the room (check the room guide) and remove the token. If the
investigator find an obstacle and it isnt solved immediately take a piece of paper and write down the
paragraph that will be read when the obstacle if solved and place it on the room under the obstacle
card.
Dont play any Mythos card on the investigator turn, they will be played during the Keeper turn.
When Gloria Goldberg uses successfully her Remote Viewing skill, read the G paragraph

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Story 1: The Fall of House Lynch

corresponding to the number of the chosen room.

Keeper Turn:
Always play trauma cards when possible. Select one randomly from the Keepers hand until the
correct type of card (Injury or Insanity) is drawn, and apply it, try to check only the top of the card to
know if its playable on that condition.
Whenever the keeper would make a choice, first chose the most prejudicial option for the
investigators, then determine the choice randomly (for example, when moving one of two zombies in
the same area, do not check their bases but decide randomly which one will move).

Keeper Action Step:


The last 4 pages in this document content the automated instructions to play the Keeper actions. The
first page is to be used before the objective of the game has been revealed, and the other 3 once that
the objective has been revealed.
Read every step in order and take the action if it fulfill all the requirements (including the Threat cost).

If the step finishes with the symbol, do the step again. Once that the last step has been read or
there are no more Threat points, finish the Keeper Actions phase.
If the players agree that a different action would be more appropriate in the current situation, feel
free to apply that instead.

Mythos Cards Step (new step):


The Keepers hand of Mythos cards is placed face up. Play then after the Keeper Action and before the
monster attacks. The requirements of the card must be fulfilled but no Thread have to be payed to
play it. If a card stipulates that lasts for one turn, it means the next turn of the investigator. The limit
to one card per investigator and turn must be satisfied. The card should be played on the
Investigator who a) would suffer the most or b) has the least negative cards currently attached.

Monsters Attack Step:


When determining monster attacks, if there is a choice:
Unwounded, if 1+ injury cards available;
The Investigator with the highest weapon damage;
The Investigator with the lowest remaining health:
The Investigator with the lowest Luck.

Event Step:
When an event card reach the count down read the #E paragraph corresponding to the number of
the event instead of read the card. Then, discard the event card. For example: read #E3 when the Event
card III should be flipped over.

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Story 1: The Fall of House Lynch

Room guide:

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How to play Mansions of Madness without Keeper (with revised scenario rules)
Story 1: The Fall of House Lynch

Locks Paragraphs

#L2 No lock.

#L3 No lock.

#L4 No lock.

#L5 Place Sealed Door.

#L6 No lock.

#L7 No lock.

#L8 If you drew The Moon, go to #L19, else go to #L20

#L9 If you drew The Emperor, go to #L21, else go to #L22

#L10 Place Padlocked Door.

#L11 No lock.

#L12 No lock.

#L13 If you drew the Fool go to #L21, else go to #L22

#L14 No lock.

#L15 No lock.

#L16 No lock.

#L17 No lock.

#L18 If you drew The Star go to #L19, else go to #L20.

#L19 Place Magical Lock.

#L20 Place Jammed Door.

#L21 Place Dark Room.

#L22 Place Locked Room.

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How to play Mansions of Madness without Keeper (with revised scenario rules)
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Room Paragraphs

#R1 Draw a random card. If you drew the Ruby of Rlyeh go to #R100, otherwise place the
card in the room.
#R2 Draw a random card. If you drew the Ruby of Rlyeh go to #R100, otherwise place the
card in the room.
#R3 If you drew The Emperor, go to #R22, otherwise go to #R23
#R4 Draw a random card. If you drew the Ruby of Rlyeh go to #R100, otherwise place the
card in the room.
#R5 There is nothing of interest in this room.
#R6 Draw a random card. If you drew the Ruby of Rlyeh go to #R100, otherwise place the
card in the room.
#R7 Draw a random card. If you drew the Ruby of Rlyeh go to #R100, otherwise place the
card in the room.
#R8 If you drew The Moon, go to #R50, else go to #R39
#R9 If you drew The Emperor, go to #R40, else go to #R41
#R10 If you drew The Fool, go to #R43, else go to #R42
#R11 Draw a random card. If you drew the Ruby of Rlyeh go to #R100, otherwise place the
card in the room.
#R12 Draw a random card. If you drew the Ruby of Rlyeh go to #R100, otherwise place the
card in the room.
#R13 If you drew The Fool, go to #R45 else go to #R44
#R14 Draw a random card. If you drew the Ruby of Rlyeh go to #R100, otherwise place the
card in the room.
#R15 If you drew The Emperor, go to #R33, else go to #R34
#R16 If you drew The Fool, go to #R36, else go to #R35
#R17 Draw a random card. If you drew the Ruby of Rlyeh go to #R100, otherwise place the
card in the room.
#R18 If you drew The Star, go to #R50, else go to #R19

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#R19 Place an Axe here.


#R20 If you drew The Moon, place Clue 2A here, else place Clue 2B
#R22 Place the Silver Key and Clue 3A in this room.
#R23 Place the Fire Extinguisher in this room. There is nothing else of interest in this
room.
#R33 Place a Power Failure Obstacle here. When the obstacle is removed, go to #R48
(Note this down).
#R34 Place a Power Failure Obstacle here. When the obstacle is removed, go to #R49
(Note this down).
#R35 You have found a locked Suitcase. Place the Suitcase obstacle in this room. When you
solve it, go to #R43 (Note this down).
#R36 You have found a Puzzlebox. Place the Puzzlebox Obstacle in this room. When you
solve it, go to #R42 (Note this down).
#R39 Place a Lantern here
#R40 Place Startling Evidence here, and there is nothing else of interest. Go to #E20 if you
use Startling Evidence.
#R41 Place the Magic Phrase here. Go to #R20
#R42 Place an Elder Sign here.
#R43 Place a Shotgun here.
#R44 You have found a Puzzlebox. Place the Puzzlebox Obstacle in this room. When you
solve it, go to #R41 (Note this down).
#R45 You have found a locked Suitcase. Place the Suitcase obstacle in this room. When you
solve it, go to #R47 (Note this down).
#R47 Inside is some Startling Evidence. Go to #E20 if you use Startling Evidence.
#R48 Place a Fire Extinguisher here.
#R49 Place the Silver Key and Clue 3B here.
#R50 If you drew Death go to #R51, if you drew The World go to #R52, else go to #R53.

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#R51 Place Clue 1A. Read the next text if the objective has not been revealed:
You hear running footsteps, and maniacal laughter. Walter Lynch is nearby, and
it's clear that there's no point wasting time trying to reason with him. He must be
stopped before he can kill again.

#R52 Place Clue 1B. Read the next text if the objective has not been revealed:
The blood freezes in your veins as you finally release that Walter is attempting to
se you to summon some kind of monstrous creature. You cannot will not allow
that to happen. If Walter summons up something from Hell, then you will make it
your personal mission to put it straight back down, or die in the attempt.

#R53 Place Clue 1C. Read the next text if the objective has not been revealed:
The dead walk the corridors of this damned house, and with mounting horror you
realise you have been lured here in order to feed these disgusting fiends. Walter
Lynch is clearly beyond help, and now the only course left to you is to run. The
garden walls are high, and you have no doubt all other exits are barred. Your only
chance is to try to get out the way you got in: The Foyer.

#R100 Remove Ruby of Rlyeh from the game. If you drew the Star, take the Axe, otherwise
take the Lantern.

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How to play Mansions of Madness without Keeper (with revised scenario rules)
Story 1: The Fall of House Lynch

Events Paragraphs

#E0 Light rain falls on your face as you exit your car in front of the state. The house is huge,
unkept, and shrouded in eerie silence as you approach. You rap on the door, and there is no
response. A moment later, the door creaks open of its own accord, and you enter the foyer of
the enormous mansion.
If you drew The Emperor go to #E6, else go to #E10
#E1 If you drew The Emperor, go to #E7, else go to #E9
#E2 If you drew The Moon, go to #E8, else go to #E11
#E3 A Living corpse rises up from its resting place. Judging from the pictures youve seen, the
corpse is undoubtedly Edith Lynch, albeit dead for weeks.
If you drew The Star, go to #E15, else go to #E13
#E4 If you drew Death go to #E18, The World go to #E17, else go to #E19
#E5 As 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
the investigators and monsters struggle for their lives.
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.
If the Objective hasnt been revealed and you drew Death, go to#E12, the
World, go to #E14, else go to #E16.
#E6 As you set foot in the vacant home you notice the faint smell of burnt food. Perhaps
someone forgot to turn off the stove?
#E7 A fiery figure bolts down the hallway towards the bedroom. You can only presume this is
what became of the previous investigators to venture here.
Place a flaming zombie in Hallway 2. The Keeper gains the Pyromania action
card.
#E8 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.
#E9 The skinless remains of a man throws open the door of the Laboratory. You can only
presume this is what became of the previous investigators to venture here.
Place a zombie in the Foyer. The Keeper gains the Raise Dead action card.
#E10 Although the house is ancient, it doesnt make a single groan. It feels like the house is
holding its breath, waiting for something awful to happen. The silence is suddenly
shattered by a bloodcurdling screaming, echoing from the direction of the laboratory. The
house shakes like theres an earthquake, and dusty paintings fall off the walls.

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#E11 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.
#E12 Walter Lynchs maniacal laughter rings in your ears, and the very foundations of the
house tremble as if in fear of what this mad man might do next. Plaster cracks and
stonework groans.
You must find Walter. You must continue hunting for the clues that will finally uncover
what has really happened here. And you must do it quickly.
Reveal Objective 1A.
#E13 Place 1 Zombie in the Basement Landing.
#E14 Walter Lynchs maniacal laughter rings in your ears, and the very foundations of the
house tremble as if in fear of what this mad man might do next. Plaster cracks and
stonework groans.
You must find Walter. You must continue hunting for the clues that will finally uncover
what has really happened here. And you must do it quickly.
Reveal Objective 1B.
#E15 Place 1 Zombie in the Garden.
#E16 The dead walk the corridors of this damned house, and with mounting horror you realise
you have been lured here in order to feed these disgusting fiends. Walter Lynch is clearly
beyond help, and now the only course left to you is to run. The garden walls are high, and
you have no doubt all other exits are barred. Your only chance is to try to get out the way
you got in: The Foyer.
Reveal Objective 1C.
#E17 Something indescribable in the depths of the house begins to prepare its escape.
Discard all lock cards. Remove all the lock unchecked tokens. Such locks are
already unlocked.
#E18 Walter laughs at you maniacally. The man has clearly lost his mind!
If Clue 1 has been found, place 1 time token on the next Event card.
#E19 The Front door locks with a loud click.
In order to escape, investigators must solve Puzzle #6B (see event card).
#E20 If you drew the World, go to #E30.
#E30 Walter has managed to summon some kind of monstrous creature: A ghastly abomination
beyond human imagination. With a horrible ululation it begins its greasy, slithering
journey from the basement. If that thing gets out into the world, who knows what damage
it might cause?
Reveal Objective 1B, carry on reading on the Objective 1B revealed page.

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How to play Mansions of Madness without Keeper (with revised scenario rules)
Story 1: The Fall of House Lynch

Gloria Goldbergs Remote Viewing Paragraphs

#G1 Draw a random card. If you drew the Ruby of Rlyeh go to #G100, otherwise place the
card in the room.
#G2 Draw a random card. If you drew the Ruby of Rlyeh go to #G100, otherwise place the
card in the room.
#G3 If you drew The Emperor, go to #G22, otherwise go to #G23
#G4 Draw a random card. If you drew the Ruby of Rlyeh go to #G100, otherwise place the
card in the room.
#G5 Place Sealed Door and nothing of interest here.
#G6 Draw a random card. If you drew the Ruby of Rlyeh go to #G100, otherwise place the
card in the room.
#G7 Draw a random card. If you drew the Ruby of Rlyeh go to #G100, otherwise place the
card in the room.
#G8 If you drew The Moon, go to #G50, else go to #G39
#G9 If you drew The Emperor, go to #G40, else go to #G44
#G10 If you drew The Fool, go to #G43, else go to #G42
#G11 Draw a random card. If you drew the Ruby of Rlyeh go to #G100, otherwise place the
card in the room.
#G12 Draw a random card. If you drew the Ruby of Rlyeh go to #G100, otherwise place the
card in the room.
#G13 If you drew The Fool, go to #G45 else go to #G44
#G14 Draw a random card. If you drew the Ruby of Rlyeh go to #G100, otherwise place the
card in the room.
#G15 If you drew The Emperor, go to #G33, else go to #G34
#G16 If you drew The Fool, go to #G36, else go to #G35
#G17 Draw a random card. If you drew the Ruby of Rlyeh go to #G100, otherwise place the
card in the room.
#G18 If you drew The Star, go to #G50, else go to #G19

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Story 1: The Fall of House Lynch

#G19 Place Jammed Door and Axe here.

#G22 There is a Clue here.

#G23 Place the Fire Extinguisher in this room. There is nothing else of interest in this
room.

#G33 Place a Power Failure Obstacle and a Fire Extinguisher here.

#G34 There is a Clue here.

#G35 Place the Suitcase obstacle and the Shotgun here.

#G36 Place the Puzzlebox Obstacle and an Elder Sign here.

#G39 Place a Jammed Door and a Lantern here.

#G40 Place Dark Room, Startling Evidence and there is nothing else of interest here.

#G42 Place Padlocked Door and Elder Sign here.

#G43 Place Padlocked Door and Shotgun here.

#G44 There is a Clue here.

#G45 Place Dark Room, the Suitcase obstacle and Startling Evidence here.

#G50 There is a Clue here.

#G100 Remove Ruby of Rlyeh from the game. If you drew the Star, take the Axe, otherwise
take the Lantern.

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How to play Mansions of Madness without Keeper (with revised scenario rules)
Story 1: The Fall of House Lynch

Keeper Actions: Objective not revealed


*Never play Uncontrollable Urges on and investigator with more than 9 remaining Sanity, or for a
cost of 2 Threat on and investigator with more than 7 remaining Sanity, or for a cost of 3 Threat on an
investigator with more than 5 remaining Sanity. Never play it more than 3 times in the same turn.
This paragraph is applicable to all the Keeper Actions automatic instructions.

1. If there are 2 samples on the altar read #E20.


2. If there are less than 2 samples on the board (on the altar and been carried by a monster) and

one monster is on an investigators space in the Basement or the Foyer, play Take Sample.
3. If there are less than 2 samples on the board and there is a monster on an investigators

space, roll the dice, with 3 or less play Take Sample.


4. If there is a monster carrying a sample play Command Minion to move it towards the altar.


5. If there is a corpse token and less than 4 zombies on the board, play Raise Dead to create a

zombie.
6. If there is not a Maniac on the board, play Maniac Attacks.
7. If there is not a Maniac on the board and there is enough Threat and one investigator can be
moved to be alone, play Uncontrollable Urges to move the investigator and play Maniac

Attacks just after.


8. If there are no Mythos cards neither Trauma cards in Keepers hand, play Evil Presence.

9. Play Command Minion to move monster without sample to the nearest investigator.
10. If Pyromaniac is on play and there are less than 2 rooms on fire, play Pyromaniac to put a
room that isnt the Foyer or the Basement on fire.
11. If there are less than 2 samples on the board (on the altar and been carried by a monster) and
one monster is on an investigators space in the Basement or the Foyer, play Take Sample.
12. If an investigator with 3 or less lore has a tome, play Uncontrollable Urges to make him use

the tome.
13. If the Keeper doesnt have 4 Mythos cards and 4 Trauma cards or there arent playabled
Mythos cards for this turn, play Evil presence.
14. If a player could be moved to a location where a Mythos card (currently in the Keepers hand)

could be played on, use Uncontrollable urges to do so.


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How to play Mansions of Madness without Keeper (with revised scenario rules)
Story 1: The Fall of House Lynch

Keeper Actions: Objective 1A revealed

*If Walter is not in play use the Objective not revealed automated instructions.

1. If event 4 has not been revealed play Command Minion to move Walter away from the
investigators (not closer to another investigator), if not possible, do not play this action. If
event 4 has been revealed move Walter to the Foyer, the Guest Bedroom, or a Hallway and
away from any investigator, do not take this action if Walter is already in one of those rooms
and can not move away of any investigator without getting closer to another one.

2. If there is a corpse token and less than 4 zombies on the board, play Raise Dead to create a

zombie.

3. If there are other monsters, play Command Minion to move it towards the nearest

investigator.

4. Play Uncontrollable Urges on the nearest investigator to Walter with the most damaging

weapon/spell, to move him/her away from Walter.

5. Play Pyromania to put on fire a room between Walter and any investigator.

6. Play Pyromania to add a fire token to a room on fire between Walter and any investigator.

7. If Walter is cornered and in range of investigators weapons/spells, play Command Minion


to move Walter to the nearest investigator with the lowest damaging weapon/spell.

8. If there are no Mythos cards or Trauma cards in Keepers hand, or no other action has been
played, play Evil Presence.

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How to play Mansions of Madness without Keeper (with revised scenario rules)
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Keeper Actions: Objective 1B revealed

1. If the Shoggoth is not on the board follow this branch:

1.1 If there are no monster on the board, play Maniac Attacks (and
Uncontrollable Urges if you need to move an investigator to be alone and
there is enough Threat) on the nearest investigator to the altar.

1.2 If there are less than 2 samples on the board and a monster on an
investigators space, play Take Sample.

1.3 If there is any monster carrying a sample, play Command Minion to move it

towards the altar.

1.4 If there is a corpse token and less than 4 zombies on the board, play Raise

Dead to create a zombie.

1.5 If there are less than 2 samples on the board and a monster without sample
is at 2 spaces from an investigator, play Command Minion to move the
monster to the investigators space and just after play Take Sample.

1.5 Play Command Minion to move a monster without sample towards the

nearest investigator.

1.6 If there are no Mythos cards neither Trauma cards in the Keepers hand, or
no other Keeper action have been played this turn, play Evil presence.

1.7 Finish Keeper Actions Step.

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How to play Mansions of Madness without Keeper (with revised scenario rules)
Story 1: The Fall of House Lynch

2. Play Command Minion to move the Shoggoth towards the Foyer.

3. Play Uncontrollable Urges to move the character with the most damaging weapon/spell

away from the Shoggoth.

4. Play Command Minion to move a monster to the nearest investigator.

5. If there is a corpse token between the Shoggoth or the Foyer and an investigator, play Raise

Dead on that corpse.

6. Play Command Minion to move a monster to the nearest investigator.

7. If there is a corpse within 2 spaces from an investigator and there is at least 4 Threat, play
raise Dead and Command Minion to create and move the zombie towards the nearest

investigator to the Shoggoth or the Foyer.

8. If there is a room that can be put on fire between the Shoggoth or the Foyer that is not the
Foyer itself or other room between the Shoggoth and the Foyer, and an investigator, play

Pyromaniac on that room.

9. If there is a room on fire between the Shoggoth or the Foyer and an investigator, play

Pyromaniac to place another fire token in that room.

10. If there are no Mythos cards in the Keepers hand, play Evil Presence.

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How to play Mansions of Madness without Keeper (with revised scenario rules)
Story 1: The Fall of House Lynch

Keeper Actions: Objective 1C revealed

1. If there is no Maniac on the board play Maniac Attacks and place the Maniac on the
investigators space closer to the Foyer.

2. If a monster is closer to the foyer than to an Investigator, play Command Minion to move that

minion towards the Foyer.

3. Play Command Minion to move monster to the nearest investigator.

4. Use Uncontrollable Urges to move an Investigator into a monsters space, if no other

Investigator is in that space and that space is not closer to the Foyer.

5. Use Uncontrollable Urges to move an Investigator away from the Foyer.

6. If there is a corpse token and less than 4 zombies on the board, play Raise Dead on the nearest

corpse to the Foyer.

7. Play Command Minion to move monster to the nearest investigator.

8. Play Pyromaniac to put on fire the nearest room to the Foyer.

9. Play Pyromaniac to add a fire token to a room on fire that is the Foyer or is between the Foyer

and an investigator.

6. If there isnt any Mythos or Trauma card in the Keepers hand, play Evil Presence.

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