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Rest In Peace: The Asylum

Rest In Peace: The Asylum Rulebook

Table of Contents

Table of Contents

  • Aim
  • Components
  • Set Up
  • Luck
  • Sequence of Play
  • Exploring a Room
  • Moving Your Pawn
  • Locking a Room
  • The Ghost
  • Adjusting the Difficulty

Aim

Break into the asylum and explore its rooms. Gather clues to identify the cursed relic, then find it, grab it, and escape before the ghost catches you!

You win the game if you can complete the three tasks, uncover three clues, gain the cursed relic, and find your way back to the garden, landing on that spot exactly.

You lose the game if the ghost catches you.

Components

  • 1 game board or 15 poker cards
  • 5 pentagonal task tiles (+1 if using cards)
  • 5 circular clue tokens & 5 hexagonal luck tokens
  • 13 square relic tiles
  • 1 square keyhole tile (both sides the same)
  • Up to 14 six-sided dice
  • 1 player pawn & 1 ghost pawn

Set Up

  1. Lay out the board, or lay the cards in a line with the garden then the cloakroom at one end and the attic at the other.
  2. Shuffle and flip the task tiles. Place two as Tasks 2 and 3. "Find the ghost" will always be task 1.
  3. Shuffle the circular clue tokens. Take three, placing one face down below each task tile.
  4. Shuffle the relic tiles and stack them face down.
  5. Shuffle and flip the hexagonal luck tokens. Place four in the spaces provided.
  6. Set the dice to one side to form a supply.
  7. Set the player pawn on the garden. Roll one die and move the pawn that number of rooms into the asylum, stepping through connected rooms. Then continue the game as described below.

Luck

The game uses dice to determine the movements of you and the ghost. At any time you may use one of your four luck tokens to re-roll or adjust any one die. After using a luck token it must be discarded from the game.

Sequence of Play

  1. Explore the room.
  2. Move your pawn (p. 5).
  3. Move the ghost, if present in the asylum (p. 6).

Exploring a Room

If there is no tile in the room with your pawn, then draw a relic tile and place it face up in the room. The tile shows a number of dice to take from the supply. Roll those dice and place them in the room also.

Now check if any conditions on the task tiles have now been met. If so, you may reveal the corresponding clue token. Tasks may be completed in any order.

Once you have completed three tasks, the clues will identify the cursed relic. If you are in the same room as the cursed relic, you may pick it up by discarding any dice from the room and swapping the relic with the keyhole tile. To win, you then need to reach the garden by landing there exactly.

Note that one of the rooms contains the ghost. When you find it, place the ghost pawn in that room. You must immediately lock the room (see below) and move away. The ghost will then commence its own movement, initially towards the attic.

Moving Your Pawn

Choose one of the available dice in the current room. Return that die to the supply and move your pawn the indicated number of rooms in either direction. If no dice are available then you may still move by locking the room (p. 6).

All movements must be exactly the number of spaces shown on the die and must be in a single direction through connected rooms. If the die roll would take you beyond the attic or cloakroom then you cannot go that direction. You may only exit to the garden if you have the cursed relic. You may never land on a locked room, but passing over them does count towards your movement total. Likewise, you may not enter the room containing the ghost.

If you are in a room with a secret passage then you may move to the corresponding room without using a die. This is only possible once both secret passage tiles have been revealed. You cannot use the secret passage if the other end has been locked.

Locking a Room

To lock a room, return any dice in the room back to the supply and flip the relic tile over to show the lock symbol. Then roll one die in the supply to determine your movement.

If there are no legal moves available and you have used up all of your luck then you must use the die roll to move the ghost instead. You may then re-roll and try again. Repeat until you are able to move or the ghost catches you.

The Ghost

Once you have found the ghost it will move every turn, immediately after your pawn moves. Roll one die in the supply and move the ghost pawn accordingly, using the following rules:

  • If you haven't yet picked up the cursed relic then the ghost traverses the house, searching for you. When first found it starts toward the attic, then continues in the same direction it was travelling at the end of the previous turn.
  • If you do have the cursed relic then the ghost can sense you and moves towards the player pawn. It may continue past depending on the die roll.
  • When the ghost enters the attic or the cloakroom, if it has any steps left over then it will travel back in the opposite direction.
  • Unlike you, the ghost may land in locked rooms.

If the ghost finishes its movement in the same room as your pawn then it will attack - you lose your life, your soul and the game.

Adjusting the Difficulty

  • Easier: When locking a room, roll 2 dice and choose 1 to use.
  • Harder: Add a fourth task to be completed before the third clue is revealed.
  • Spookier: Set the ghost tile on top of the stack so that it is found in the first room you enter.
  • Trickier: Set the ghost tile on the bottom of the stack so that it is found in the last room you explore.
  • Unluckier: Start with fewer luck tokens.
  • Epic: Combine the Harder, Spookier and Unluckier modes!