Opening the asylum…

Charles House Asylum, 1891

Charles Mansion

The patients' delusions are true. Tonight is a new moon.

How to play

You are investigators in Charles House Asylum on the night of a new moon. The house is against you, played by the computer or by another person.

The goal

At first you only have a lead: find out who is taken, and how. Search the house and listen to the patients. When someone finds the Night Register, the true objective is revealed (one of three), and you must finish it before the last bell. The house wins if it takes 2 patients from Ward 3, if the last bell rings first, or if every investigator falls.

Your turn

Each investigator has 2 actions a round, used in any order:

Free actions cost nothing: picking things up, giving items to someone in your room, using some items.

Dice

A test rolls as many dice as your skill (Might, Agility, Wits, Lore, Nerve). A 5 or 6 is a success. A 4 is Insight: it counts if you spend a Clue, which happens for you, only when it turns a fail into a pass. The line under each button gives the test and your chance.

The house's turn and the bells

When everyone has acted, the house gains threat and spends it on cards: monsters, slammed doors, whispers. Then its monsters move and attack anyone in their room (each success on your test blocks 1 harm), and the bell rings. There are 9 bells. From bell 4 (midnight) it can take a Ward 3 patient who has no investigator beside them.

Body and mind

Fill your wounds and you are Broken (1 room per move). Fill your horror and you become Lucid: you draw a secret Madness card and gain the Sight. Fill a track a second time and you fall. Leaving a room with a monster in it takes an Agility test.

On the screen

New to it? Learn to play on the title screen walks you through a first night, one step at a time.