Don't Go In There
Don't Go In There Rulebook
Table of Contents
Table of Contents
Objective
In this game you will make a series of bad decisions and get cursed a lot. But the player with the FEWEST Curses wins the game!
During the game, you will get Cursed Cards. Try to collect cards with fewer Curses and dispel cards with lots of Curses. When you dispel a card, flip it. Now its Curses don't count.
Sometimes you'll get haunted by Ghosts. Having a few Ghost Tokens is okay. But if you end with the MOST Ghosts, you get a bunch of Curses (1 Curse per 2 Ghosts).
Flashlights protect you from Ghosts. It's risky going further into the haunted house, but you can get 1st choice of the cards. The safer, closer spaces let you pick last.
Setup
A. Each player chooses a color and takes the Screen and the 5 matching Friend Meeples (x25 total) to form their supply.
B. Put the plastic insert in the box. The box is used as a Dice Tower. Place the Ghost Dice (x6) in the Dice Tower tray.
C. Place the Planchette near the Dice Tower.
D. Place the Ghost Tokens (x24 ones, x20 twos, x2 fives) in a pile.
E. Separate the Cursed Cards by type (there are 8 cards of each type, 12 types total). Assemble the deck according to the table below. Select which types to use in this game. Shuffle the chosen types together and remove the indicated number of cards. Place the deck face-down in the play area. Remove unused cards from the play area.
| Players | Selection |
|---|---|
| 2 Players | Select 5 types and remove 16 cards. |
| 3 Players | Select 6 types and remove 12 cards. |
| 4 Players | Select 7 types and remove 8 cards. |
| 5 Players | Select 8 types and remove 4 cards. |
F. Randomly choose a starting side for the Room Boards (x3) and place them in the center of play. Draw and place 3 Cursed Cards in a row above each Room. The Library and Secret Passage have special rules for how the cards are placed. See the Rooms section for details.
How to Play
The player who is brave enough to take the first turn goes first. Take turns in clockwise order.
On your turn, Go In There by sending a Friend Meeple into a Room. If it is the 3rd Meeple there, a Haunt begins.
Go In There
Place 1 Meeple from your supply on an unoccupied space in any Room. Each Meeple you place will allow you to claim 1 of that Room's Cursed Cards during the Haunt step. A Meeple placed further up has a better chance of getting 1st choice of the Cursed Cards, but there is also increased risk of taking Ghost Tokens.
Each Room has a special effect that may activate after you place a Meeple in the Room. You can find descriptions of all the Rooms in the Rooms section.
Example: Charlotte decides to place her Meeple in the Basement because she likes the cards there. Charlotte chooses the 2nd space from the top, which is a little risky, but will get her 1st or at least 2nd choice of the cards.
In the rare event that you have no Meeples left to place, use a Meeple of an unused player color instead.
Haunt
If the Meeple you placed is the 3rd Meeple in a Room, take the Planchette as a reminder that you are the active player. Then perform these 3 steps:
1. Roll for Ghosts. Remove all dice from the Dice Tower tray. Then take a number of Ghost Dice equal to the Dice Icons on the 3 Cursed Cards in the Room, and drop them into the Dice Tower.
Resolve each of the 3 Meeples using this same roll result. The owner of each Meeple takes Ghost Tokens equal to the number of rolled Ghosts minus the number of Flashlights on their Meeple's space. Keep your Ghost Tokens hidden behind your screen.
If no Ghost Tokens remain, use any reasonable substitute token.
Example: 5 dice are rolled and the result is 3 Ghosts. Jonah gets 3 Ghost Tokens. Charlotte's Meeple negates 1 Ghost and gets 2 Ghost Tokens. Charlotte's other Meeple, in the Basement, negates all 3 Ghosts.
2. Take Cursed Cards. Beginning with the player with the Meeple at the top and continuing down, take a Cursed Card of your choice from the Room. Keep your Cursed Cards face-up in front of your screen, separated by type. When taking a card, check its text. If you meet the condition, immediately trigger its effect (unless it says "At Game End"). Then return your Meeple to your supply.
Example: In the Basement, Jonah picks 1st and chooses the Tome because it has the fewest Curses. Charlotte picks 2nd and 3rd and takes both remaining Cursed Cards.
3. Reveal a New Room. Flip the Room to the other side. Then draw 3 cards from the Cursed Card deck and place them above the Room. But if no cards remain in the deck, instead remove the Room from the play area. The player to the left of the active player (with the Planchette) takes the next turn. Continue taking turns clockwise until every card has been taken and all 3 Rooms have been removed. Then the game ends.
Game End
The game ends when all Cursed Cards have been taken. Trigger Cursed Card effects that say "At Game End." Then reveal all players' Ghost Tokens and determine who has the most. Add up the Curse values on your face-up cards, and if you have the most Ghosts (or are tied for most), add 1 Curse per 2 Ghosts. The player with the fewest Curses wins. If tied, the player with fewer Ghost Tokens wins. If still tied, the tied players share victory.
Example: Jonah ends with 9 Ghost Tokens and a score of 13 Curses. Charlotte ends with 7 Ghost Tokens and a score of 17 Curses. Will ends with 11 Ghost Tokens and a score of 16 Curses. Jonah has the fewest Curses and wins the game!
Cursed Cards
Each Cursed Card shows: a Type (its card back category, e.g. Portrait), its Curses value (the number of Curses it is worth while face-up), any Dice Icons (used to determine how many Ghost Dice are rolled when the Room it sits in is haunted), When It Triggers (whether its effect fires immediately on being taken, or "At Game End"), and its Effect text.
There are 8 cards of each type. Curse values range from 1-4.
- Dice Icon: When resolving a Room, roll a number of dice equal to the number of Ghost Dice icons on the 3 cards in the Room.
- At Game End: The effect takes place at the end of the game.
- A number in a card-count box (2, 3, 4): This number indicates how many cards of that type are needed to trigger the effect.
- Dispel: Flip the card face-down. Curses on face-down cards do not count.
- Multiple Sets: You can trigger some effects multiple times by collecting another complete set of the required cards.
Card Types
- Amulet: At game end, dispel the amulet cards indicated by each of your amulets. Each amulet card can only dispel 1 amulet card with the indicated Curse value.
- Mirror: When you collect a mirror card, take 1 Ghost Token. When you collect 3 mirror cards, immediately dispel those 3 mirror cards.
- Cat: At game end, if you have 9 or fewer Ghost Tokens, dispel all but 1 cat card of your choice.
- Music Box: At game end, if you have the most Curses on music box cards, dispel 2 music box cards of your choice. If tied, all tied players dispel 2 music boxes.
- Clock: If you are the 1st player to collect a set of clock cards whose Curse values add up to 8 or more, immediately dispel 2 clock cards of your choice. After that, collecting a set of clocks has no effect.
- Portrait: At game end, for each set of 2 portrait cards, dispel 1 portrait card of your choice.
- Doll: When you have a set of doll cards whose Curse values add up to exactly 6, immediately dispel those doll cards.
- Ring: When you collect 4 ring cards, immediately dispel those 4 ring cards.
- Holy Water: When you collect 2 holy water cards, immediately discard half your Ghost Tokens, rounded down.
- Tome: When you collect 2 tome cards, choose a type (not tomes) and immediately dispel all your cards of that type. Dispelled cards are not counted as part of a set.
- Mask: When you collect a mask card, immediately pass 1 of your Ghost Tokens per mask card in your set to the player to your right.
- Twin: When you collect 2 twin cards with the same Curse value, immediately dispel those 2 twin cards.
Rooms
Each Room board shows its name, Meeple Spaces (where Friend Meeples are placed, from riskiest at the top to safest at the bottom), any Flashlight icons (which negate Ghosts for the Meeple on that space), and a Room Effect.
- Attic: If you place a Meeple on the top space of this Room, immediately take a Ghost Token.
- Basement: After rolling the dice for this Room, the player that placed the 3rd Meeple in this Room may re-roll all the dice 1 time.
- Hallway: After rolling the dice for this Room, the player that placed the 3rd Meeple in this Room may change 1 die result.
- Library: Place the 3 Cursed Cards in this Room in ascending Curse value. If cards have the same Curse value, the one drawn first is placed to the left. To take the leftmost card, you must first take a Ghost Token. When choosing the rightmost card, first discard a Ghost Token.
- Nursery: If you place a Meeple on the bottom space of this Room, immediately discard a Ghost Token.
- Secret Passage: Place the 3rd Cursed Card in this Room face-down. If you place a Meeple here, secretly look at the face-down card. When a 3rd Meeple is placed here, reveal the card.
Credits
Game Design: Andrew Nerger & Jeffrey Chin Illustration: Rupert Lewis Jones Graphic Design: Jeffrey Chin
©2023 Road To Infamy Games. All rights reserved.