House of Danger

Player Aid

Sequence of Play

  1. The current reader reads the Story Card aloud.
  2. The back of the card shows Story Choices and possibly Optional or Required Challenges. Decide as a group. If no consensus, the current reader decides.
  3. Undertake any Challenges chosen or required (see right).
  4. After resolving all Challenges and Story Choices, the current reader places the Story Card in the discard pile with the number side facing up.
  5. The current reader searches the Story Card deck for the chosen Story Card and hands it to the player on their left. Do not pass the whole deck - only the next card. Always keep the Book Cover on top of the unread deck.
  6. The new reader reads the new Story Card and repeats from step 2.

Challenges

Required Challenges must be undertaken. Optional Challenges are your choice.

To perform a Challenge: roll the die. You must roll a number equal to or greater than the number the Danger Mover is currently pointing to in order to win.

Rolling a 1 always loses automatically - even when using a Challenge Booster.

Follow the WIN or LOSE instructions printed below the Challenge.

Challenge Boosters

Some items are Challenge Boosters that add to your die roll. To use one, place it in the Challenge Booster slot on the Game Board before you roll. After the Challenge, return it to your inventory.

A Challenge Booster can only be used if it matches the type of the Challenge (Climbing, Fighting, Dexterity, Perception, or Strength).

Warning: If you roll a 1 while using a Challenge Booster, the booster is permanently discarded from the game.

Story Returns

Some Story Cards offer a Story Return symbol, letting you go back to pursue alternate experiences. Two rules apply:

  1. Cards already seen (discarded cards and Clues in your inventory) cannot be added to your inventory again and cannot lower the Danger Meter or move you forward on the Psychic Scale.
  2. You must make it back to the Story Card with your chapter Goal in order to continue to the next chapter.

Danger Meter

The Danger Meter shows the current difficulty of any Challenge you face. Move the Danger Mover up or down as instructed by cards.

If the Danger Mover reaches the top space: move the Psychic Mover back 2 spaces on the Psychic Scale, then reset the Danger Mover to the third "3" space.

Psychic Scale

The Psychic Scale tracks your extrasensory power level. Actions raise or lower it throughout the game. Higher levels yield beneficial rewards.

Clues, Items, and Premonitions

Clues may continue the story, give you items, or hint at future danger. Most are discarded after use.

Items are Clues that say "Keep this item." Place them face up in your inventory below the Game Board.

Premonitions are psychic images warning of dangers ahead. Keep them in your inventory and examine them as often as you like.

Challenge Types

TypeIcon
ClimbingPurple figure
FightingGreen fist
DexterityOrange shoe
PerceptionBlue eye
StrengthRed arm

A Challenge Booster can only boost a Challenge of the same type.