General Rule
Changes
When playing Mansions of Madness using
components from this file, the following rule
changes are in effect for all games:
Keeper Actions
Keeper action cards now fall into three types:
Normal Actions are the same as in the base
game rules; the keeper may use them as many
times as he likes without restriction providing he
has the threat to pay for them.
Restricted Actions may be performed as many
times as the keeper likes, but only once per round
on each target of the action.
Event Cards
All players may read all Event cards before the
scenario begins, if they wish. The keeper may
read through the deck of Event cards at any time
while the game is in progress.
Additionally, Event 5 no longer ends the game
directly in any of the scenarios. Instead, most
Event 5 cards now contain an effect that will
remain in play until the end of the game (either
the investigators win or the keeper wins by
completing their objective).
If in the unlikely event that both the investigators
and the keeper complete their objectives
simultaneously (or are unable to complete their
objectives), the game is considered a draw.
Starting Items
Investigators may not use other investigators
starting items (though may still pick them up and
carry them if need be).
Investigator Death
Stun Tokens
Monster Secrecy
Investigator players may not look under the base
of a monster until it is killed or otherwise removed
from play.
Lock Cards
Investigators must reveal and resolve any Lock
cards in rooms that they are attempting to either
enter or exit (meaning it is now possible for
investigators to get locked in).
Fire
The following three rules are added to the standard
rules regarding fire:
Whenever a fire and a darkness token are
present in the same room together, the effects of
the darkness no longer apply (you can place the
fire token on top of the darkness token to remind
you of this). The darkness token remains on the
board however, and it will continue to have its
effect if ever the fire token is removed.
If ever a zombie ends its turn in a room on
fire, after it has taken its damage as normal, it
becomes a flaming zombie. Place a fire token on
the zombie to denote this. A flaming zombie gains
-1 to its horror rating and +1 to its damage rating.
The zombie is not affected by the fire token in any
other way.
A room may contain more than one fire token
(though not more fire tokens than the number of
spaces that make up the room, as stated on the
Pyromania card). A figure ending its turn in a
room on fire takes an amount of damage equal to
the number of fire tokens in the room (instead of
the standard 2 damage as in the original rules).
Component
Limitations
All status effect tokens (such as darkness and fire)
are considered limited. If ever a player must place
one on the board and there are none in the supply,
the player must take one from elsewhere on the
board to use.
Suggested
Rule Changes
These rule changes are suggested but not
obligatory. Use them if your group agrees with
the philosophy behind their intent.
In any game of Mansions of Madness - whether
using these revised rules or the base rules - some
choices are simply better than others and may
lead to players always choosing the best of any
particular set of options, leading to less variety
between games. If you think it might be more
interesting to see a greater variety of options
being played out, with the players adjusting
their strategies to the strengths of what they
are presented with rather than just choosing the
superior option every time, use these two rules:
Random Story
Choices
At the beginning of the game, the story choice
markers for the scenario are placed face down
and mixed up. The keeper then selects his story
choices randomly.
Mythos Cards
This variant is for those who find the constant
interruption of Mythos cards an annoyance
and/or find that the Mythos cards create
unthematic situations when played to interrupt an
investigators turn (for example, a Mythos card
stating that an investigator is exploring a room
when in fact they are just passing through it).
Unless the Mythos card specifies a specific time
when it should be played (i.e, Play when an
investigator attempts to cast a spell..., etc), the
keeper may now play Mythos cards only:
ScenarioSpecific Rule
Changes
The following pages contain overlays to replace
certain sections in the Investigator and Keeper
Guides for each scenario. You can either keep
these as separate sheets, or you can print them on
to label sheets, cut them out, and stick them into
the Guides in the correct places.
2.
Dhol Chants,
Dhol Chants,
Nameless Cults
Nameless Cults
Special Rules
Special Rules
This scenario may only be played if there are two or more
investigator players.
Investigators may attack each other as if they were humanoid
monsters. The keeper may not use Uncontrollable Urges to make
an investigator attack another investigator with a spell.
If the keeper hands an investigator a face down Mythos card, that
investigator may look at it but may not share this information with
other players. The card is revealed when the investigator dies.
Whenever an investigator explores a room, the keeper takes the
exploration cards, looks at them, then passes them to the investigator
face down. Investigators must keep any cards in their possession
face down (though may look at those cards themselves at any time)
and may not tell other players what face down cards they hold. A
card is only turned face up when it is used for the first time (cards
that provide a continuous bonus are revealed the first time the bonus
becomes relevant, such as when an attribute test is performed).
Investigators may still exchange cards as normal, with the card
retaining its orientation for the exchange.
Clue cards are never revealed nor may they be read out (though they
may still be exchanged) - the finder of the clue may only state where
he believes the next clue to be located.
The keeper may not reveal what is written on the Objective card
unless a rule specifically allows him to.
Place the Ceremonial Skull card to one side, then shuffle the
remaining cards and place 1 random card in each empty room
(except the Foyer).
LANTERN
Equipment.
Investigators may ignore darkness
in your room.
Action: Discard this card and
place a fire token in your room.
You may then deal 3 damage to a
monster within 1 range.
CLOCK STRIKES 10
CLOCK STRIKES 11
CLOCK STRIKES 1
II
IV
CLOCK STRIKES 2
DARK POWERS
II
IV
TOO LATE...
THE BARGAIN
THE CATCH
Blood Ties
Blood Ties
III
A MEMORY
SUNRISE
BAD STUDENTS
Blood Ties
Blood Ties
Classroom Curses
IV
OUT
OF
ORDER
LIGHTS OUT
BAD
TO
WORSE
Classroom Curses
Classroom Curses
Classroom Curses
II
III
IV
CURIOSITY KILLS
FROZEN VISITOR
Classroom Curses
Green-Eyed Boy
Gain 1 threat.
TOUCH
OF
MADNESS
Green-Eyed Boy
II
DEVOTED SERVANT
HORRIFYING TRUTH
DOOMED US ALL
Green-Eyed Boy
Green-Eyed Boy
Green-Eyed Boy
III
IV
II
III
IV
Green-Eyed Boy
Objective 1A
Objective 1A
Objective 1B
Objective 1C
Blood Ties
Classroom Curses
Classroom Curses
Objective 1B
Objective 1A
Objective 1B
Classroom Curses
Green-Eyed Boy
Green-Eyed Boy
Objective 1C
Objective 1B
Objective 1C
COMMAND MINION
TAKE SAMPLE
UNCONTROLLABLE
URGES
RAISE DEAD
SUMMON WORSHIPPERS
DARKNESS
PYROMANIA
SUMMONING
WITCHCRAFT
6A
GREEN-EYED
BOY
Under a pile of
coats, you find the
fresh bloodied body
of the butler. He breathes
heavily and struggles to
speak; You cant help him.
1B
GREEN-EYED
BOY
You pick up the
phone and attempt to
call for help. The line
is dead.
1A
CLASSROOM
CURSES
Lying in a corner
motionlessly,
you discover the
mauled remains of one of
the schoolgirls. On the floor
near her is an unfinished
message: Amelia, those
witches have brought these
beings here so that they can
use the power contained in
this place against us! Ill try
to hide-
1B
As you explore
the dusty room,
you suddenly get
a strong sense of dj vu
coupled with a vision of
two girls near an altar. You
cant tell if it is the past or
the future, but the girls are
reciting unspeakable words
from a dusty tome as a portal
to another place slowly opens
before them...
Reveal Objective.
6B
GREEN-EYED
BOY
1C
GREEN-EYED
BOY
CLASSROOM
CURSES
Reveal Objective.
5B
1C
CLASSROOM
CURSES
GREEN-EYED
BOY
A frantic man paces
inside the room.
1A
GREEN-EYED
BOY
3A
CLASSROOM
CURSES
3B
CLASSROOM
CURSES
1A
A hooded figure
sits in the corner of
the room. His raspy
voice beckons to you:
THE INNER
SANCTUM
2B
Objective 1B
THE INNER
SANCTUM
2A
THE INNER
SANCTUM
CEREMONIAL SKULL
AXE
RUBY
OF
RLYEH
KNIFE
4
Sharp Melee Weapon.
Once per turn while attempting
a Lock puzzle, you may test
Strength:
Pass: The puzzle is completed.
Action: Attack a monster in your
space.
3
Artifact.
Gain +2 Lore.
Action: Test your Luck:
Pass: Gain 3 skill points.
Fail: The keeper gains 3
threat.
Artifact.
You may perform 2 actions
each turn, providing at
least one of those actions is
casting a spell (you may not
cast the same spell twice).
STARTLING EVIDENCE
WHISKEY
SATURNIAN WINE
CRUCIFIX
Equipment.
Action: Discard this card
and take 2 horror to remove
1 time token from the Event
deck.
Equipment.
Gain +1 Willpower.
Action: Discard this card to
heal up to 3 horror.
Equipment.
Action: Discard this card
to heal up to a total of 3
damage and/or horror,
divided however you choose.
Equipment.
Gain +1 Willpower and +1
Luck.
Action: Test your Luck +1:
Pass: Stun a zombie or
vampire within 1 range.
DYNAMITE
FLUX STABILIZER
ISABELS LETTER
MAGNIFYING GLASS
Weapon.
Action: Discard this card to
choose an adjacent room 1 space
away. Roll a die 3 times and
deal damage equal to the highest
roll to each figure in the chosen
room.
Equipment.
Whenever a monster is
placed in your room, the
keeper must instead place the
monster in an adjacent room
of your choice (if able).
Equipment.
Whenever you spend a skill
point, test Willpower:
Pass: Heal 1 horror.
Equipment.
You may perform 2 different
actions each turn, providing
one of those actions is an
Explore action.
MICROSCOPE
TYPEWRITER
DUKE
FIRE EXTINGUISHER
2
Equipment.
Whenever you reveal a
Nothing of Interest card
while exploring, gain 1 skill
point.
Ally.
Eat Lead!
Exploit
Weakness
Lucky Shot
On the Case
Before making a
Marksmanship,
Dexterity or Luck
test, you may spend a
skill point to use your
Intellect instead.
Professors
Instincts
Jury-Rigging
Expansive Mind
Before making an
evade test, you may
take 1 damage to
automatically pass
the test and move the
monster 1 space.
Prayer
After making an
Intellect or Lore test,
you may spend a skill
point to re-roll the die
(limit once per test).
Whenever another
investigator within 1
range performs a skill
test, you may spend
a skill point instead
of that investigator to
add your Luck to the
relevant attribute.
Blessing
Process of
Elimination
You Think
Youre Scary?
Clairvoyance
Remote Viewing
FLASH POWDER
GRAYS ANATOMY
Equipment.
Equipment.
Equipment.
Action: Test Intellect:
Pass: Spend a skill point to
allow another investigator in
your space to heal 2 damage,
then you heal 1 horror.
CAMERA
BONE SAW
HYSTERIA
Whenever a monster is
killed in your room, test
Intellect:
Autopsy
Field Medic
2A
CLASSROOM
CURSES
Conjurer
Fail: If it is a
Humanoid monster,
look at its token.
Action: Choose a
monster in your room
and test Lore:
Disappearing
Act
Detail-Oriented
Keen Eye
Equipment.
Action: Spend a skill point to
choose another investigator
in your space with an insanity
Trauma card, then test Intellect:
Pass: Discard the Trauma card.
Hypnosis
Intervention
SWORD CANE
ON
STUDIES
2B
CLASSROOM
CURSES
Scribbled on the
back of a map of
the old part of the
building you find another
message: Those girls are
trying to summon something
otherworldly, I can feel it.
Something evil this way
comes, Amelia; I can see the
eyes in the dark!
The message is signed off
Jessica.