Mansions of Madness: 'Til Death Do Us Part
Mansions of Madness: 'Til Death Do Us Part Rulebook
Table of Contents
Table of Contents
Keeper Choice
Goal of the Widow Fenstrom:
- Feed the bodies to the Abomination, which she believes is her dead husband.
- Dismember living creatures in order to attach them to her household "pet."
- Complete the ritual that will bind her husband's soul to her household "pet."
The last clue is located:
- In the Library
- In Hallway 1
Brady's Hand can be found:
- In the Freezer
- In the Coat Room
The Machete is located:
- In the Basement Landing
- In Cave 1
The first clue is located:
- In the Chapel
- In the Graveyard
Each pair of locations above is a choice set out under the Keeper Choice heading; the translation does not restate the choice in words, so the pairs are kept as printed.
Prologue
When you reach the cemetery, you notice the ruins of the Fenstrom mansion. It is nothing but a heap of rubble and ash. Though... damn it, there seems to be a dim light coming out of a broken basement window among the ruins.
And, as it should be, the cemetery looks quiet and calm. There is no trace of, what's-his-name... Brady.
5A. A chill runs through you as you look at the grave of Dr. Robert Fenstrom. You feel an otherworldly voice start to sound in your head, beckoning you toward the house. In it you make out the funeral wails and prayers of some woman.
5B. In the cemetery you notice a strange ring of lights. Coming closer, you see a circle of burning candles surrounding an empty grave. You overcome your fear and step forward, resolved to learn for whom this strange grave is meant, or... to whom it belongs.
Event Cards
Bearers: You feel dark energy begin to seep out of the mystical objects in your hands. Some terrible forces take hold of them.
Each investigator who has an artifact or tome must pass a Willpower test.
Fail: Immediately resolve the fail effect of the keeper card Crawling Chaos.
Pointing Head: Brady's head darts past your feet, nimbly moving on thin tentacles. In passing it whispers: "There is another way out. Follow me."
The keeper places the Patio tile so that the Root Cellar passage leads to one of the following locations:
- The Basement Stairs
- The Secret Passage
- The Chapel
Then place a corpse marker in the Root Cellar passage. Place the open lock card Jammed Door there as well.
Snowball: You hear a giggling, triumphant voice echo through the rooms and cellars: "... let the Ritual begin!!!"
The keeper places the Shoggoth in one of the following locations:
- The Ceremony Room
- The Laboratory
- The Chapel
Then place the witch Widow Fenstrom in the same room as the Shoggoth. The Widow Fenstrom is not removed from the game when the action card Witchcraft is played.
Keep Them Together: Reveal the goal card and perform the following actions.
1A. Brady's severed hand crawls up to you. Between its fingers it grips a self-writing pen.
The keeper reveals the location of Clue No. 1.
1B. Each infected investigator receives 3 horror. If there is no Shoggoth in play, the keeper places one Shoggoth in any location shown on Event card No. 3.
1C. If there is no Shoggoth in play, the keeper may replace any corpse marker or zombie figure with a Shoggoth.
Absorbed
1A. Suddenly the creature begins to decay, turning into a horrible heap of blood and foul flesh.
All players lose the game.
1B. A jet of foul bile spat out by the creature hits you right in the face, filling your mouth and nose. You stagger back and fall into a coughing fit. You can only hope the dizziness and nausea pass.
If Clue No. 1 has been found, the investigators win the game. Otherwise all players have lost.
1C. The abominable creature tears free of its confinement. At last it is free.
The keeper wins the game.
Goal Cards
1A. The keeper wins if the Absorb keeper action card has 4 sample tokens on it.
"Rise, my husband!" Under the witch's cries, rotting arms and legs crawl straight toward the monster. "Rise and devour them all!!!"
The investigators win if they kill the Shoggoth.
You stand over the widow Fenstrom, who is sobbing. She mourns the death of the horrible creature which, she believes, was her husband.
1B. The keeper wins if all investigators are insane and infected (at the same time).
The witch is everywhere! Her terrible laughter echoes in your head: "Ha-ha-ha. More flesh for my husband's body. I can still complete the ritual in time!"
The investigators win if they discover Clue No. 1 before Event card No. 1 is revealed, or if they wound the Shoggoth with the card The Cure.
You realise you have the power to stop the beast: it shrinks back and recoils from the weapon gleaming in your hands.
1C. The keeper wins if the Shoggoth kills any investigator when this card is revealed, or if the last Event card is revealed.
A sinister smile spreads across the witch's face as she speaks the final words of the ritual. "My husband will live again!"
The investigators win if they manage to escape from the Patio or any other tile on the upper floor.
You hear a deafening crack as the burning manor collapses, burying everyone and everything under its ruins. You made it out, and you can only hope that the monstrous creature of the Fenstroms stays buried under this rubble forever.
Clue Cards
5A. While searching the area, you see a dead body tumble out of a dark corner. From the shadows a man with a bloody knife emerges. "You're looking for Brady too? I heard something crawl out of the cellar..."
Gain 1 horror, and place a corpse marker in your area.
5B. Looking around, you come across a wounded man. "Please, help me! This is monstrous. She tried to feed me to it. We have to destroy it. Come with me. I know where she's hiding. There is a stone passage with a hidden door. Medical equipment is scattered across the floor..."
4A. During your search you suddenly hear a subdued voice whispering: "She cut me off... It wasn't as painful as I thought." A head emerges from the darkness, moving on slimy tentacles sticking out of it. One of the tendrils drops a rusty machete at your feet, and the head vanishes. You wonder: if there is a secret room here, where could that damned thing have hidden?
4B. A severed hand is trying to drag a rusty machete across the floor. When you approach, the hand gets scared, lets go of the blade and dashes off, diving into a small hole in the wall. Warmth is coming out of the hole. It seems the living hands have found themselves a warm refuge.
Gain 1 horror.
3A. A crumpled sheet of paper with musical notation lies on the floor. On its reverse, something is scribbled by hand: "Stitching doesn't work as well as the book describes... Maybe it's because the flesh used is dead. Perhaps if we take living samples, it will work... They must be kept somewhere they won't rot."
3B. You find a torn raincoat, and in its pocket lies a scrap of paper with musical notation. On the reverse you find a note: "The old woman caught me... some kind of spell, it seems. Damn it, she is stitching pieces of corpses onto her husband. She is creating a monster."
All investigators in the room gain 1 horror.
2A. You interrupt your search when you hear sounds. Something seems to be dragged across the floor. Suddenly, Brady's hand crawls out in front of you, clumsily dragging a huge book. It drags the tome to your foot. You open the book and see that its pages are completely black. Hm, perhaps the hand wants to hint at where to go next.
2B. You notice a severed leg hopping after a spider-like severed hand. You keep watching the chase. Suddenly the hand rushes toward you and jumps onto your coat, saving itself from the terrible fate of being crushed flat. The leg gives up and limps off toward the north corridor. It occurs to you what hidden and inaccessible places this hand might be able to get into.
1A. Brady's hand dives into a black hole in the wall and pulls out a wooden box. Inside you find a piece of flesh that was probably once part of Brady. The flesh is covered in strange runes. The hand climbs back into the hole and returns with a weapon, which begins to glow when you touch the flesh in the box. It must be enchanted!
Reveal the goal card.
1B. The hand disappears into the hole. Suddenly you hear a click, and a secret door leading to a hidden room swings open. Inside you find many test tubes of potions and chemicals, pickled fingers, feet and eyes. You notice a small bottle labelled "The Cure." When you pick up the bottle to look at it more closely, another click sounds, and the shelf opposite you turns, revealing a weapon rack.
Reveal the goal card.
1C. You find a sheet with a to-do list: 1. Buy groceries. 2. Finally catch that damned Brady. 3. Clean up and wash the whisky stains off. 4. Widen the door to my dear husband's bedroom. He is getting bigger! 5. Post a guard at the entrance, so that no one comes in or goes out of here.
Reveal the goal card.
Card Texts Transcribed from English Photographs
Only eight of the expansion's card texts are in this file. Each is transcribed verbatim from an English card photograph. Corner icons and card numbers are not reproduced except where noted.
Absorb (Keeper action card)
A slithering mass of human remains seeks to claim more limbs...
Action: Choose 1 shoggoth in play. Remove 1 corpse marker or 1 zombie from the shoggoth's space to heal 3 damage from the shoggoth. Then, place 1 sample token on this card.
Card badge: 1 (printed in the top corner).
Crawling Chaos (Keeper action card)
During setup: Place the 4 Infected cards near this card.
Action: Choose 1 witch in play that is not stunned. Stun the witch to force 1 investigator in the same space to test his remaining health -2.
Fail: If not infected, the investigator receives an Infected card.
Brady's Hand (Ally)
Ally. Key. Discard this card when you explore "Impassable Debris" to discard the Obstacle card.
Brady's Head (Ally)
Ally.
Action: Take 2 horror and test Intellect.
Pass: The keeper must tell you which room the next clue card is in.
Brass Knuckles (Equipment)
Equipment.
Action: Test Strength.
Pass: Deal 2 damage to a monster in your space. Then, stun the monster.
Pickaxe (Blunt Melee Weapon)
Blunt Melee Weapon.
Action: Attack a monster in your space or test your Strength.
Pass: Automatically solve a rune puzzle in your room.
Card badge: 3 (printed as a red burst in the top corner).
Nathan Stone (Ally)
Ally. Key.
Gain +1 Willpower.
When you attempt to move through a "Hidden Entrance," you may discard the Lock card.
Infected (Condition card)
You feel a dark presence invading your mind. Something terrible is growing inside you and slowly taking over...
You receive Willpower -1 (to a minimum of 1).
If you are driven insane, you are immediately stunned. While insane, you may not discard the stun until you are sane again.
The card has no type line printed; it is the Infected card that Crawling Chaos gives to a non-infected investigator.
Cards Not Transcribed
The following are missing from this file and are NOT transcribed: about 30 of the 40 unique ally, item and keeper-action card texts, and the Witchcraft keeper action card that the translated event text refers to. The keeper-side rules for those cards are therefore incomplete. Nothing in this file was reconstructed to fill them.