How to play
One of you is not who they seem
You and your friends are trapped in the manor for one night. Work together through its cursed rooms, but stay alert: a spirit has possessed one of you, and it wants the darkness to win.

Everyone elseInvestigators
Survive the four rooms, compare what you learn, and unmask the Possessed.
Win when the final accusation names the Possessed.

Exactly one guest, with three or more playersThe Possessed
Blend in, steer the group wrong, and spend 3 dark energy to corrupt other players’ sealed clues before they open them.
Win when darkness reaches 3, or when the final accusation misses.
Just two of you? You play together as Investigators, with no Possessed. Get through all four rooms before the darkness reaches 3 and you escape. Let it reach 3 and the manor claims you both.
The flow
A night in the manor
1
Gather
2–8 players join with a five-letter code or QR scan. Four or more is best.
2
Read your role
Each phone shows a secret role. Reveal it privately, then acknowledge.
3
Brave four rooms
Timed group challenges. Failures cost sanity and feed the darkness.
4
Discuss
Forty-five seconds to talk it out, in person or on your call.
5
Accuse
Everyone locks one vote. The player with the most votes is accused. A tie frees the Possessed, unless only two players remain and the Possessed is among the most-voted.
6
The reveal
Every mask falls. The host can start a fresh night with new roles.
The challenges
Four cursed rooms

Choose a Door
30s timer
Each player hears a private rumour about the passages, and a rumour can lie. Vote for the Garden, Basement or Attic; the majority decides. One passage is quiet, one treacherous and one cursed.

Whisper Room
40s timer
Each player opens a sealed whisper and reads it privately. Share what you heard, agree on one answer and lock it in. Beware: some whispers may be corrupted.

Séance
30s timer
The spirit tells only some of you what it wants. Compare what you heard, then answer privately. More than half the circle must choose well, and each wrong choice costs its player sanity.

Ouija
45s timer
Everyone holds a few numbered letters. Read them aloud, spell the hidden word together, then each lock the word.
Keep watch
Sanity and darkness
Sanity
Each player starts with 3 sanity and loses it when a room goes wrong. At zero you are Haunted, but you still act and vote with equal weight.
Darkness
Shared by everyone. It rises when rooms fail and when an accusation names the wrong player. When it reaches 3, the Possessed (or, in a two-player game, the manor) wins instantly.
Talk out loud: the game has no chat.
Keep your screen to yourself.
Trust carefully.