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Load image into Gallery viewer, Haunt the House KS w/ Dark Corners - Gaming Library
Load image into Gallery viewer, Haunt the House KS w/ Dark Corners - Gaming Library
Load image into Gallery viewer, Haunt the House KS w/ Dark Corners - Gaming Library
Load image into Gallery viewer, Haunt the House KS w/ Dark Corners - Gaming Library
Load image into Gallery viewer, Haunt the House KS w/ Dark Corners - Gaming Library

Haunt the House KS w/ Dark Corners

Vendor Kids Table Board Gaming
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Regular price ₱2,600.00
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In Haunt the House, we are ghosts competing to scare Ghost Hunters out of the various Rooms of our haunted house, and collecting their exploration gear as trophies. Each Ghost Hunter is scared out only by a specific combination of Scares. Each player has a hand of Scares they will use to try and get those Ghost Hunters out!

On your turn, do one of two things; Play Scares, or call BOO! When you Play Scares, you can play them face down to a Ghost Hunter (so that other players won't know what you've played), or face up (which gives other players information, but allows you to activate the awesome power of the Room that Ghost Hunter is in.)

When you call BOO!, point to a Ghost Hunter and reveal any facedown Scares, then (if more Scares are needed and if you have them) add Scares from your hand to finish off the Ghost Hunter. Congratulations... you've scared out that Ghost Hunter and grab their gear for your collection!

At the end of the game, the ghost who has collected the most valuable sets of gear wins the game!

The experienced version of the game introduces a variety of Phantoms; helpful allies that you can play to activate game-changing powers.


Expansion for Haunt the house.

Add new rooms / hunters / scare cards / ghost

The new rooms :

Armoury : Take one of your played Phantoms back into your hand

Master Bedroom : Pick a player; that player may not BOO on their next turn

Stables : Remove one of your own Ghost hunters from the game. Draw one randomly from the deck to replace it

GreenHouse : Reveal scares from your deck until you reveal the second of a matching pair. Take all revealed cards into your hand.

The new Scare cards :

Courage Cards, these cards can only be played invisibly. During a BOO, when the invisible scares are revealed, rewards are doled out as normal, then any revealed Courage Card eliminates 1 Scare of the matching type. Then that Courage card is removed from the game!

The new Ghost :

Possessing : Pick a player; take one of their played Phantoms into your hand. Placre this card in front of that player as if they'd played it.

Wild : Play when finishing a BOO; this phantom count as any one scare of your choice.

Terrifying : Remove one room's ghost hunter from the game. Discard all Scares from that room then draw a fresh ghost hunter for the room.

Wandering : Trigger the power of any currently active Room as if you'd played a visible Scare there.

The New Ghost Hunters :

The professionals are calm, cool, and they need more Scares to be frightened out than your average Ghost Hunter. They don't carry the typical sorts of gear, either... each Professional is worth a cool 5 points in Skulls, and, when a Professional arrives in a Room, you draw a random Phantom and place it face down in the Room.
Any time a Bad Boo happens to this Pro, another random Phantom is added to their Room (these experts are very good at capturing spooks, you see)! Whoever eventually manages to frighten out the Pro collects the card of course, and also all Phantoms from the Room.

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