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Spook Manor

Spook Manor Rulebook

Table of Contents

Table of Contents

  • Components
  • Multiplayer Setup (2-6 Players)
  • Gameplay
    • Phase 1A - Pick & Play
    • Phase 1B - Change Places!
    • Phase 2 - Pass & Draw
  • Scoring
  • Solo Rules Setup
    • Solo Gameplay
    • Solo Scoring
  • Variant - Big Manor

Components

  • This rulebook
  • 156 Room Cards
  • 16 double-sided Lobby cards
  • 52 Creeples - 13 in each color (purple, red, green, orange)

Multiplayer Setup (2-6 Players)

  1. Place the 52 Creeples within easy reach of all players.
  2. Shuffle the 16 Lobby cards, and deal 2 to each player.
    • Each player selects 1 left-half and 1 right-half, and places them together in their play area to form their Lobby.
  3. Shuffle the 156 Room cards.
    • Deal 23 into a face-down pile to each player.
    • Return the remaining cards to the box.
  4. Each player draws a hand of 4 cards from the top of their pile.

Gameplay

The game takes place over 20 rounds. After each player plays their 20th card, and their deck is empty, the game ends immediately.

Phase 1A - Pick & Play

Select 1 card from your hand of 4 cards and place it.

a. Cards must be placed orthogonally adjacent to an existing card.

b. You cannot place a card in a location if there would be no card directly below it, unless it is on the Ground Floor.

  • The Ground Floor is the entire row that includes your Lobby.

c. You cannot place cards below your Ground Floor.

For each Invitation icon on a card you play, immediately place 1 Creeple of the matching color into your Lobby.

Phase 1B - Change Places!

You may freely move Creeples between your Lobby and Entertainment Room spaces.

  • A colored Entertainment space can only hold a Creeple of the matching color.
  • You cannot place a Creeple onto an Entertainment space if it violates the rule printed on the card (such as "=/=" which means non-matching colored Creeples only).

Phase 2 - Pass & Draw

Pass your remaining 3 cards clockwise to the adjacent player, then draw 1 card from your pile, so that you have 4 cards in hand. Then repeat starting at Phase 1A. If you cannot draw a card, the game is over, immediately proceed to Scoring.

Scoring

Scoring criteria is listed in order of appearance on the scoring sheet.

Gain VP listed in the top-left corner of your cards.

Gain VP from Creeples on Entertainment Room cards. Some cards score VP based on the total number of Creeples on them. For each Creeple on the card, count one space from the left towards the right, and gain the indicated score. Other cards award VP for each Creeple on them, with a higher score for a particular color.

Gain VP from Portrait Room card adjacencies:

  • Gain VP for each adjacent empty space.
  • Gain VP for each adjacent room of the indicated type.
  • Gain VP for each Creeple icon and/or Creeple in an adjacent room.
  • Gain VP for placement of the specific matching-colored Creeples.
  • Gain 1 VP for placement of any Creeple, or 3 VP for placement of a specific Creeple.
  • Gain VP for the placement of non-specific, but differently colored Creeples.
  • Gain VP for the placement of non-specific, but matching pairs of colored Creeples.

Gain VP from Lighting Icons in your Lobby and Lighting Room cards.

  • Place Creeples onto your Lighting Scorecard to cover each unique symbol you own.
  • Then, sum your totals from each row and column.
  • Owning multiples of the same Icon offers no additional benefit.
  • For each icon, gain 2/5/9 VP if you have 2/3/4 unique colors of that icon.
  • For each color, gain 2/5/9 VP if you have 2/3/4 unique icons of that color.

Gain VP from columns you built to height 6+ (shown in Lobby). Gain 3/7/13 VP for 1/2/3+ columns at 6+ height. Height refers to the total amount of cards placed vertically in a single column, this includes your Lobby cards.

Lose VP for Creeples remaining in your Lobby (shown in Lobby). Lose 1/4/9/16 VP for 1/2/3/4+ Creeples remaining in your Lobby.

The Player with the most VP is the victor! If players tie, the tied player who gained more VP from their Lobby wins. If there is still a tie, all tied players share the victory.

Solo Rules Setup

  1. Place the 52 Creeples nearby.
  2. Shuffle the 16 Lobby cards, and randomly take 2 of them.
    • Select 1 left-half and 1 right-half, and place them together in front of you, forming your personal Lobby.
  3. Shuffle the 156 Room cards and create 2 Draft Pools. To create the Draft Pools:
    • Deal 20 cards into 2 different face-down piles (40 cards total).
    • From the top of each pile, turn over 2 cards and place them face-up below the pile they were taken from.

Solo Gameplay

Normal rules apply, except where shown below. Also, you do not have a hand of cards in this version.

1A. Pick and Play

  • Select 1 of the 2 Draft Pools, then play 1 card from it like normal.

1B. Change Places!

  • This step is the same as in the Multiplayer game.
  1. Replenish Pools (perform this step instead of Step 2. Pass & Draw.)
    • Discard the left over card from the Draft Pool chosen during Step 1A.
    • Flip the top 2 cards from the associated pile face-up to repopulate the Draft Pool.
    • If there are no more cards left in a pile, that Draft Pool is gone for the remainder of the game.
    • If there are no more cards left in any Draft Pool, the game is over, proceed to Scoring.

Solo Scoring

Check your score (left column) against this chart to see how well you did.

ScoreHaunt-o-meterBig Manor Score
≤69"I told you it wasn't scary!"≤99
70-79Creepy100-114
80-89Unnerving115-129
90-99Spooky130-144
100-109Scary145-159
110+Terrifying160+

Variant - Big Manor

Create an additional pile of 20 cards and accompanying Draft Pool. This allows you to play 30 total cards instead of 20. When checking your score, use the right column instead of the left.