TEXT: Dread House
  A game for kids and brave adults
  
  players
  ages
  hours
  2-6
    8+
  1-2
  ©2010 Epidiah Ravachol and Emily Care Boss
  You Took the Dare!
  Sitting high upon a lonely hill at the end 
  of a dark and gloomy street is the Dread 
  House. A looming mansion that has 
  been abandoned for years. And yet, they 
  say that late at night things can be heard 
  stirring within it. 
  Why once I heard this high school kid 
  broke into it to spend the night, and he 
  wasn’t in there for more than 14 min-
  utes before he ran out, screaming all the 
  way home! I bet you couldn’t last 13 
  minutes in there, let alone a whole 
  night!
  It is a board game with a story that goes 
  along with it.  Six teenagers dare each 
  other to stay overnight in the spooky 
  Dread House in their neighborhood. 
  And in this game, the house really is 
  haunted!
  Dread House is a game 
  for kids and adults. 
  
  by Epidiah Ravachol and Emily Care Boss
  Dig 1000 Holes Publishing
  Black & Green Games
  Dread
  House
   a game for kids
  and brave adults
  
  Written and Designed by
   Epidiah Ravachol and Emily Care Boss
  Layout by 
  Emily Care Boss
  Illustrations by:
  Tony Dowler
  (Map, page 4)
  planet-thirteen.com
  Anna-Maria Jung
  (Event Cards, pages 5, 10)
  jung-comics.com
  Jim Sullivan
  (Monster and Item Cards, page 5)
  Cover image by Kirsty Pargeter via
  istockphoto.com
  Inspired by the game 
  DREAD (2005)
  by Epidiah Ravachol and
  the Impossible Dream
  tiltingatwindmills.net
  With thanks to our playtesters: 
  Allen, Bea, Elliot, Julie, Phoebe, Sebastian, Tovey, and Vincent.
  blackgreengames.com
  dig1000holes.wordpress.com
  ©2010 Epidiah Ravachol and Emily Care Boss
  
  Welcome toDread House!
  So you want to play Dread House, mwa-ha-ha-ha-ha-ha-
  hack! Cough! Cough, cough, cough.
  Sorry, where was I? Oh right, so you want to play Dread 
  House, mwa-ha-ha-ha, well you get the picture. Evil laugh 
  and all that.
  Well, this is your lucky day. Because I’m going to tell you how to play, whether you like it or not!
  Other things yOu will need:
  A set of tumbling blocks (such 
  as Jenga®)
  Counters (glass beads or pen-
  nies may be used)
  Pencils
  A game for 2 to 6 players.
  Ages: 8 and up!
  Difficulty: Easy to Moderate
  Game Length: 1-2 Hours
  About the Game:
  Dread House is a game kids and adults can enjoy. It is a 
  board game with a story that goes along with it.  In the 
  story, six teenagers dare each other to stay overnight 
  in the spooky Haunted House in their neighborhood. 
  And in this game, the house really is haunted!
  As the teens explore the house, the players draw cards and describe to each 
  other spooky things the characters see and useful things they discover. 
  Each teen has special abilities that can help them explore and help each 
  other stand up to the Monsters. 
  The teenagers are scared by many things in the house. When their character 
  is scared, the players pull blocks from a Tower of blocks to see if their char-
  acter stays in the Dread House. If the Tower falls when someone pulls, that 
  person gets to play a Monster in the house who scares the others. 
  If half the kids get scared away, the Monsters win and the teens have to 
  try another time to prove their bravery. But if the card for the Sunrise is 
  found while enough kids are still in the house, they have made it through 
  the night!
  o
  COntents Of game:
  Dread House Manual
  Character Sheets (6)
  Monster Sheets (6)
  Dread House Map (3 boards)
  Spooky Deck (22 cards)
  Item Deck (22 cards)
  Monster Cards (6 cards)
  7 game pieces
  3
  (To make the map and cards, copy 
  them onto card stock. Cut out the 
  cards to make the decks. Make the 
  Spooky Deck and Monster Cards 
  the same color, but different from the 
  Item Deck. )
  
  Setting Up the Game
  1) Number of Players
  2) Set up the Dread House Map (page 4)
  3) Set up the Tower (page 4)
  4) Shuﬄe the Spooky Deck and place the Monsters (page 5)
  5) Set up the Item Deck (page 5)
  6) Give out the Spooky Token (page 5)
  ) Number of Players 
  How many people are playing? If 3 to 6 players are playing, follow the main rules of the game. If 2 players play-
  ers are playing, follow special rules for: the Spooky Deck and Monsters (p. 5) , the Spooky Token (p. 5 and 11), 
  The Big Dare (p. 7), How to Explore (p. 7) and When the Tower Falls (p. 10).  
  ) Dread House map 
  There are three parts to the Dread House map. They are labeled the West Wing, Central Stairs and the East Wing. 
  Place the Central Stairs in the middle, the West Wing to its left and the East Wing to its right. 
  ) The Tower.
  To create the Tower you will need a tumbling block game such as Jenga.® Jenga is a separate game available from 
  your local toy or gaming store, department store or wherever family games are sold. It comes with 54 blocks which 
  are stacked in alternating rows of three.  Stack the Tower according to the normal rules of Jenga.
  Throughout the game blocks are pulled out of the Tower and placed on the top.  Players take turns doing so, and 
  over time the tower gets more and more unsteady, until ﬁnally it falls. In Dread House, blocks get pulled at various 
  times along with things described by the players. For example, when a character enters a room for the ﬁrst time 
  another player describes the terrors that lie within, and  a block is pulled to show how brave the character is.
  Jenga® is a registered trade mark of Hasbro Inc. 
  4
  
  ) Spooky Deck and Monsters
  Separate the Spooky Deck from the Item Deck. The Spooky Deck is ﬁlled with creepy things the teens will en-
  counter as they Explore the house.  There are six cards with Monsters on them. 
  Shuﬄe the Spooky Deck and place it in a pile face down.  Put the Monsters in a separate pile, also face down. 
  With  Players: Shuﬄe the Monster Cards into the Spooky Deck. Use the 2 Player powers when encountered. 
  ) Item Deck
  Look at the Item cards. These are helpful items found by Searching the rooms of the house. 
  Some of the cards have the name of a room written on them. These are Revealed Items. Place these cards, face up, 
  on the Map in the room where they belong. When the room they are in has been Explored, you can ﬁnd these 
  items without Searching. Some of these cards are items that one of the teens can use for special 
  abilities. Some of these cards are useful against a particular monster.  The eﬀect for the Items is 
  written on the Character and Monster Sheets. 
  Once these cards have been placed, take the Sunrise card out of the Item deck. Shuﬄe the re-
  maining cards. Then shuﬄe the Sunrise among the bottom three cards and place the deck near 
  the Tower. These cards will be drawn after kids Explore the rooms of the house. 
  ) The Spooky Token
  The black game piece is the Spooky Token. Give it to the oldest player. Now you’re all set, but if you really want to 
  do things up, you could always put on a spooky soundtrack. 
  With  Players: Do not use the Spooky Token. 
  5
  the long awaited
  Sunrise
  Garlic
  KITCHEN
  vampiric allergen
  a bright
  Flashlight
  Diary
  for the Gossip
  GUEST BEDROOM
  a cuddly 
  Teddy Bear
  frightfully flapping
  Bats
  in a painting, following you
  Eyes
  buckets of unknown
  Earth
  Frankenstein’s
  Monster
  
  Who Are You Going to Be? 
  Characters
  There are six characters to choose from. They’re all teenagers attending the same high school. They are friends, 
  and hang out a lot after school. 
  Each of them is known for something in particular. They are: the Gossip, the Bully, the Artist, the Nerd, the 
  Scaredy Cat and the Athlete. 
  Each of them is particularly good at something, which gives them powers they can use during the game. For ex-
  ample, the nerd doesn’t believe in ghosts. So if someone runs to them while ﬂeeing, they don’t get as scared by the 
  “made-up” ghost story that has their friend running.
  Keep in mind, dear reader, that in Dread House, ghosts are real.
  Oh so very real, mwa-ha-ha-ha-cough! Curses! I used to have such a hearty evil laugh.
  Choose one of the kids to play. Grab your character sheet and one of the game pieces to use as a pawn. You’ll see 
  a blank for your name on top, followed by your powers.
  Using your powers, you’ll be able to add to the Courage Pile, by helping others or showing your own bravery. 
  Some powers give you a special way to move around on the board. There are also powers that let you draw from 
  the Courage Pile instead of from the Tower. And each kid has an item they can find that gives them the ability to 
  face down a monster if they have it when the fiend appears.
  There is one other type of power. When you get the Spooky Token for describing really spooky things in the house 
  and pass it along, you get a block that will let you resist being scared later.  This is described later, in the section 
  describing the Spooky Token. 
  V
  6
  M� ���� �� . . .
   
  . . . ��� I’� ����� �� ��� A������.
  I can RUN fast! So fast that I can skip through any one room on my way to explore a new 
  one.  I do not explore the room I skipped and no one in the room has to pull for leaving a group. 
  But you have to pull a block from the Courage Pile to allow me to do this. 
  I am BRAVE! When I pull a block to Brave it Out and there are other kids in the room with 
  me, I can put that block into the Courage Pile!
  My favorite Item is the BALL.  When I have it, I’m on top of my 
  game. Any time a Monster makes me pull for something and I have 
  the Ball, I can pull from the Courage Pile instead. You know, I bet the 
  werewolf would like to play ball. 
   
  M� �������� ����� �� . . . 
  M� ���� �� . . .
   
  . . . ��� I’� ����� �� ��� A�����.
  I have a keen ARTISTIC EYE. After I’ve Explored a room, I can Search in that same turn, 
  but you have to pull a block from the Courage Pile to let me do this.
  I enjoy MAKING GIFTS. If I make something for someone else out of two items, and 
  give it to them when they have to pull from the Tower, then they can put that block into the 
  Courage Pile!
  I happiest when I have PAINT.  Any time a Monster makes me 
  pull for something and I have the Paint, I can pull from the Courage Pile 
  instead. I’ve heard that Frankenstein’s monster is fond of abstract paintings.
   
  M� �������� ����� �� . . .
  
  Playing the Game
  1) The Big Dare (page 7)
  2) How to Explore (page 7)
  3) Brave it out or Flee! (page 8)
  4) Searching Rooms and Picking up Items (page 8)
  5) Safety in Numbers (page 9)
  6) Play for All Ages (page 9)
  7) When the Tower Falls (page 10)
  ) The Big Dare
  Sitting high upon a lonely hill at the end of a dark and gloomy street is the Dread House. A looming mansion that 
  has been abandoned for years. And yet, they say that late at night things can be heard stirring within it. 
  Why once I heard this high school kid broke into it to spend the night, and he wasn’t in there for more than 
  14 minutes before he ran out, screaming all the way home, and then begged his parents to move to a whole 
  diﬀerent continent! I bet you couldn’t last 13 minutes in there, let alone a whole night.
  The game begins with the oldest player daring the character on his or her left to go into the house. The player who 
  was dared must now pull a block from the Tower. Unlike normal pulls where it is put on top of the Tower, place 
  all of these blocks in a pile on the table. They make up the Courage Pile that will help you out later. 
  With  Players: Each player pulls two blocks, and both go into the Courage Pile.
  ) How to Explore
  Enter an Unexplored Room
  ��
  A Spooky Card is pulled and described by the player to your left
  ��
  Pull a block and place it on top of the Tower
  ��
  To Explore, move your pawn to any unexplored room in the house. The teens enter the house through the Grand 
  Foyer. Characters can move through as many rooms as you want, as long as you can get there without going 
  through any other unexplored rooms. Once you enter an unexplored room, the player to your left draws the top 
  card from the Spooky Deck. Using this card as inspiration, the player to your left describes to you what you ﬁnd. 
  With  Players: When a Monster Card is drawn, describe a spooky thing happening and pull a block as usual, and then 
  use the 2 Player Power on the Monster Sheet.
  When describing the room, try to make it as spooky as possible. Be inspired by what is on the card that you drew 
  and the room it is in. Elaborate on those images and include things inspired by them in what you say. Are there in-
  sects in the Ball Room? How do the teens ﬁrst notice it? Maybe they notice that there is movement criss-crossing 
  around the chandelier. Then what do they see but thousands of insects swarming toward them!  Ugh!!!!
  After the room is described to you, place the card in that room on the board, and then there is a choice to make:
  7
  
  ) Brave it Out or Flee!
  Braving It Out: Stay in the room after Exploring and pull a block from the Tower
  ��
  Fleeing: Do Not pull a block, Run out of the room and go to the nearest room with another kid or kids in it,
  ��
  Tell them what you saw, Everyone in the room you run to chooses to ﬂee or pull a block to stay!
  To Brave It Out, you must pull a block from the Tower and place it on top. Now tell us how brave you were and 
  how you didn’t fall for the old creaking ﬂoor board trick or how you’re not scared of no ghost. All kids who entered 
  the room with you must pull to Brave It Out and stay in the room.  If you pull successfully and there is a Revealed 
  Item in the room, you may pick it up. However, if there is no Revealed Item, you must wait until your next turn 
  to Search the room.
  To Flee, immediately move your pawn to the next nearest pawn, or pawns that are in a room you can reach without 
  having to go through an Unexplored Room to get to. Then tell those players about the spooky stuﬀ your character 
  just saw. Unless all the characters in the room you ﬂed to pull a block from the Tower, you have to ﬂee again to the 
  nearest pawn or pawns. Any kids who do pull Do Not have to ﬂee with the others. When the folks who ﬂee get 
  to the next room, repeat the process. These players choose whether they will pull or ﬂee.
  If eventually no one decides to pull to stop this ﬂeeing madness, you all end up in the Grand Foyer, cowering to-
  gether. If you this happens, remove one block from the Courage Pile for each kid in the Foyer, and place them all 
  on the Tower. If you run out of blocks in the Courage Pile, then everyone must pull!
  ) Searching Rooms and Picking up Items
  Instead of Exploring, enter or stay in a room that has an Item. 
  ��
  If it is Revealed, pick it up.
  ��
  If it is hidden, pull a block from the Tower to Search
  ��
  Another player draws a card and describes what you found and where you found it.
  ��
  If you do not Explore a Room on your turn, you can Search a Room. To Search, move your pawn to an Explored 
  Room that has not yet been Searched. You may stay in the room you are in.
  To Search, describe how your character searches the room. Then pull a block from the Tower. If you are successful, 
  have the player on your left draw a card from the Item Deck. That player then describes what you ﬁnd and where 
  it was hidden. Place the card face-up in the Searched Room. That item is now Revealed. You can pick it up or leave 
  it there.  Once a room has been Searched and its item has been picked up, place a counter—one of the pennies or 
  glass beads—in that room to show that it may not be Searched again. 
  Some rooms begin play with Revealed items in them.  They are things the kids can use, or that will help them 
  against the monsters.  These items can be picked up without Searching, but then place a counter in the room to 
  show it cannot be Searched. 
  You may only pick up one item on your turn. If there’s more than one, you must leave the rest for someone else, 
  or for another turn. Some items belong to a particular kid. You may not pick up someone else’s special item unless 
  that character is not in the game. Kids can give items to one another.
  There we go. That wasn’t so hard, right? Just have a stout heart and a keen eye, and you should 
  ﬁnd your way through the night now problem. But wait! There’s more, ah-ha-ha! Cough! U
  8
  
  Safety in Numbers
  Leaving a Group
  When kids split up, those in the smaller group pull from the Tower
  ��
  If the two groups are the same size, those leaving the room pull.
  ��
  Throughout the game, whenever you’re with one or more characters in a room, and you’re going to move, everyone 
  else has a decision to make: do they go with you, or stay behind.
  Whatever your friends decide to do is up to them. Unless you’re the bully, of course. They decide whether to go 
  with you, or not. But whatever everyone decides, once the decision has been made ﬁnd out which of the two 
  groups has the least people in it. Everyone in this group must pull to be brave enough to separate from the larger 
  group.
  If both groups are the same size, then everyone in the group moving to a new room has to pull.
  If you Explore a new room with more than one person, everyone in that room must pull a block when 
  the spooky stuﬀ is described. Anyone who doesn’t pull Flees. So sometimes it pays to explore alone.
  Play for 
  Different Ages
  Dread House can be a great game for adults to play 
  together with kids. It puts the kids in the driver seat by 
  giving them a chance to scare others, and also gives them the fun of being scared.  For adults, doing spooky stuﬀ 
  with kids is a good excuse to let your imagination run wild. And since everybody has to pull from the Tower, you 
  all get to enjoy that supsense together. Adults might playing on their own sometime, if they are brave enough!
  But sometimes when playing with kids making it simple is best. There are a lot ofrules in the game that are put 
  there to help keep everyone interested. Things like the kids’ powers, using the items, the Spooky Token and so 
  on. These things give older kids and adults things to plan for and strategize with.  For younger kids, as long as 
  they are describing things for other people, and pulling from the Tower from time to time, that’s ﬁne! The most 
  important thing is to enjoy yourselves, so being ﬂexible is a great way to play.
  9
  
  When the Tower Falls
  Knocking Down the Tower
  When the Tower falls because of something you did, two things happen. First, your character freaks out and 
  runs. They run right past their friends. Right past the Grand Foyer. Out the front door. And all the way home.
  Then you get to be one of the monsters haunting the house! 
  With  Players: The game ends if the Tower falls! 
  Playing a Monster
  Draw a card from the Monster Deck, and then pick up the 
  Monster Sheet that goes along with it. This sheet now has your 
  new powers. You may use 1 power each time it is your turn.
  On your turn, you have a bunch of things you can do. During 
  your turn you can describe whatever scary things you want. In 
  fact, the scarier the better. But you should always fade away 
  into the night when your turn is over. Because you don’t want 
  the other players describing what they do to you on their turns! 
  If someone else knocks the Tower down while you’re the mon-
  ster, that’s a good thing! They also get to be a monster on their 
  turn. The more the merrier! In fact, if you’re one of the monster 
  players and you can get half of the teenagers (rounded down) 
  to run home before sunrise, you win the game. 
  From here on out if you’re a monster, whenever you are asked 
  to describe a room being Explored and it’s not your turn, the 
  player to your left will pull a card from the Spooky Deck and 
  describe it instead.
  With  Players: In the 2 Player version of the Game, the Monster cards are shuﬄed into the Spooky Deck. So no one 
  plays a Monster, but you’ll run into them all the time. If a Monster is encountered when exploring a room, everyone in 
  the room pulls immediately! Also, the special 2 Player Power on the Monster Sheet takes place.  The Items work against 
  the Monster as they do in the regular game and each Monster is discarded by a speciﬁc combination of teen and item.
  I bet that tower is getting wobbly by now. I bet that at any moment, it’s going to come 
  crashing down, crushing all your hopes and dreams. Go on, pull from it. I dare you! 
  Mwa-ha-ha-hack-hack-cough-wheeze!
  10
  
  The Spooky Token
  The oldest player starts with the Spooky Token
  ��
  Give the Token to someone who describes something very scary
  ��
  Get a block from the Courage Pile
  ��
  Use an Item in a clever way and use the block instead of pulling from the Tower
  ��
  Here’s how the Spooky Token works. At the start of the game, the oldest player has the Spooky Token. If you have 
  the Token and someone describes something that you ﬁnd particularly spooky, give them the Token. Then you take 
  one of the blocks from the Courage Pile. This helps you as you explore!
  When you are handed the Spooky Token, everyone in the room where the spooky thing happened must pull one 
  more block than usual. Now hold on to the token until you hear someone else describe something really spooky. 
  Once you give it to them, you get a block of your own to use later. 
  You use the blocks you get for getting the Spooky Token by using any item in a clever way. Perhaps you shined a 
  ﬂashlight into a mirror to explore a room before entering it, so the shadowy shapes inside don’t take you by surprise 
  and scare you. Or maybe, you tied a rope to the door handle to keep the monster from attacking you. Whatever 
  happens, it means you can place the block on top of the Tower instead of making your next pull. 
  With  Players: Do not use the Spooky Token.
  The Courage Pile
  Throughout the game there are times when instead of putting a block you drew back on top of the Tower, you 
  set it down next to the Tower in a pile with others. This forms the the Courage Pile. The blocks pulled for the 
  Dare (the ﬁrst block pulled by each player) all go into the Courage Pile to start you oﬀ. 
  Sometimes, instead of drawing from the Tower, you can use these blocks instead, and just put one of them on 
  the top of the Tower. The Tower may still fall, but it’s a lot easier than pulling from the Tower! 
  These are times you take from the Courage Pile:
  When a Power or Item used by a kid or Monster says you can or must
  ��
  When you give someone else the Spooky Token
  ��
  The block you get from giving someone the Spooky Token is a special one. You can hang onto it and use it 
  instead of pulling from the Tower by using an Item in a clever way.  Your own special item and some powers also 
  lets you use Courage Pile blocks.  But if there are no blocks in the Courage Pile, you’re all too scared! You’ll have 
  to wait until someone does something to help you all feel a bit more brave before you can draw on the Courage 
  Pile again. 
  11
  
  Sunrise
  Once the Sunrise card is pulled from the Item 
  Deck, the morning has come and all the teenagers 
  left in the house have won the dare.  
  Congratulations!
  Good Luck!!!
  Oh, I bet you think you’re safe now that you think the morning has—What, what’s 
  this? The sun? No! No! It burns! It burns! Get it away from me! Noooo! What a 
  world! What a world! Noooooooooo—cough.
  B
  12
  
  My name is . . .
  . . . and I’m known as the Athlete.
  I can RUN fast! So fast that I can skip through any one room on my way to explore a new 
  one.  I do not explore the room I skipped and no one in the room has to pull for leaving a group. 
  But you have to pull a block from the Courage Pile to allow me to do this. 
  I am BRAVE! When I pull a block to Brave it Out and there are other kids in the room with 
  me, I can put that block into the Courage Pile!
  My favorite Item is the BALL.  When I have it, I’m on top of my 
  game. Any time a Monster makes me pull for something and I have 
  the Ball, I can pull from the Courage Pile instead. You know, I bet the 
  werewolf would like to play ball. 
  My favorite color is . . . 
  My name is . . .
   
  . . . and I’m known as the Artist.
  I have a keen ARTISTIC EYE. After I’ve Explored a room, I can Search in that same turn, 
  but you have to pull a block from the Courage Pile to let me do this.
  I enjoy MAKING GIFTS. If I make something for someone else out of two items, and 
  give it to them when they have to pull from the Tower, then they can put that block into the 
  Courage Pile!
  I am happiest when I have PAINT.  Any time a Monster makes me 
  pull for something and I have the Paint, I can pull from the Courage Pile 
  instead. I’ve heard that Frankenstein’s monster is fond of abstract paintings.
  My favorite color is . . .
  
  My name is . . .
  . . . and I’m known as the Bully.
  I was born to BULLY.  When the group splits up I can make one other teen either 
  follow me or stay behind with me. But you have to pull a block from the Courage Pile for 
  me to do this.
  I’ll show them HOW IT’S DONE. When I go Exploring alone, the pull I make to 
  Brave it Out can be put that into the Courage Pile.
  Ooh, SLINGSHOT!  Any time a Monster makes me pull for something 
  and I have the Slingshot, I can pull from the Courage Pile instead. I’ll 
  show that vampire who’s boss.
  My favorite color is . . .
  My name is . . .
   
  . . . and I’m known as the Gossip.
  I’m great at ENCOURAGING OTHERS. When I give someone a pep talk, they 
  can use a block from the Courage Pile instead of pulling from the Tower when they’re 
  Braving it Out.
  I love to HEAR THE NEWS. If someone Flees to me and tells me what they saw, 
  the block I pull to keep from Fleeing is added to the Courage Pile!
  I can’t resist a locked DIARY. Wondering what’s inside 
  keeps me from getting scared. Any time a Monster makes me 
  pull for something and I have the Diary, I can pull from the 
  Courage Pile instead.  There’s some pretty embarrassing stuff about 
  a girl named Esther in here . . .
  My favorite color is . . .
  
  My name is . . .
  . . . and I’m known as the Nerd.
  I love to DEBUNK things. When others teens Flee to me, if I can logically explain 
  their stories, I can use a block from the Courage Pile instead of pulling from the Tower to 
  avoid Fleeing. 
  I love to TINKER. I can take two items and put them together to make a device to 
  help me Explore or Search. Then the first block I pull using my new invention can be 
  added to the Courage Pile.
  I am frightfully curious about the ANCIENT TOMES.  
  They distract me from being scared. Any time a Monster makes me pull 
  for something and I have the Ancient Tomes, I can pull from the 
  Courage Pile instead. What’s this they say about the mummy?
  My favorite color is . . .
  My name is . . .
   
  . . . and I’m known as the Scaredy Cat.
  No one SCAMPERS AWAY like me. When Fleeing I run so fast I can skip an 
  explored room. No one in that room has to pull to avoid Fleeing as well.  But you have to 
  pull a block from the Courage Pile to allow me to do this.
  Sometimes I PANIC! If I Flee to someone and they pull to avoid Fleeing too, then 
  they can put that block into the Courage Pile. I’m so scared, I make them feel braver!
  What I need is a CLOAK OF DISGUISE. I can hide 
  under that! Any time a Monster makes me pull for something 
  and I have the Blanket, I can pull from the Courage Pile 
  instead.  This blanket is so full of holes, you could use it as a fishing 
  net.
  My favorite color is . . .
  
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  Powers:
  When it’s my turn, I can pick a room to Haunt. I do 
  something scary in that room, like tossing things around. All the kids 
  in the room must pull or flee in terror, and if they stay, they have to 
  pull to not drop all their items.  Then I vanish into the night!
  My special power is to Possess. Instead of appearing to all the kids, I find one kid 
  alone in a room, take over their mind, move them to a room with other kids, and scare 
  them so bad that everyone in the new room has to make a pull.
  But I must beware! When the Gossip has my Diary I get too embarassed to 
  affect anyone in that room. All I can do is steal the Diary. On my next turn, 
  instead of using my powers, I must hide it in a room with no kids. 
  With 2 Players: Haunt. Leave my card in this room. If a teen ends their turn in my room 
  or an adjacent one, I float to their room, spook them so badly they have to pull, and then make them move to an adjacent, 
  explored room. The Gossip can discard me by reading my Diary in my room.
  Powers:
  When it’s my turn, I can pick a room to Haunt. I do something scary in that room, like 
  screaming. All the kids in the room must pull or flee in terror, and if they stay, they have 
  to pull to not drop all their items.  Then I vanish into the night!
  My special power is to Smash. Instead of appearing to all of the kids, I pick any door on 
  the board to Smash. I place a block from the Courage Pile there, and any player who tries 
  to go through that door must make a pull. If they do, they can return the block to the 
  Tower.
  But I must beware! The Artist with Paint draws such beautiful things, they distract me 
  from scaring kids. All I can do is steal the Paint. On my next turn, instead of using my 
  powers, I must hide it in a room with no kids. 
  Fire is scary! Anyone with the Lighter can use it to stop me from Haunting by putting a 
  block from the Courage Pile on the Tower. Then no-one has to pull!
  With 2 Players: Smash. One door to this room is now Smashed! Shuffle 
  me back into the Spooky Deck. It takes 1 block from the Courage Pile to fix the 
  door. The Artist with Paint can discard me if I’m drawn on their turn. The 
  Lighter scares me and keeps me from smashing the door!
  
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  Powers:
  When it’s my turn, I can pick a room to Haunt. I do 
  something scary in that room, like turning into a cloud of bats. All the kids 
  in the room must pull or flee in terror, and if they stay, they have to pull to 
  not drop all their items.  Then I vanish into the night!
  My special power is to Hypnotize. Instead of appearing to all of the kids, I find one teen 
  alone in a room to Hypnotize. I place a block from the Courage Pile in a room of my 
  choice. The Hypnotized teen must visit that room before they can Search again!
  But I must beware! Anyone holding the Garlic is immune from my Vampiric powers.
  Also, I’m very protective of my beautiful face. If the Bully threatens me with the 
  Slingshot, I’ll steal it and run off before I can use my powers. On my next turn, instead 
  of using my powers, I must hide the Slingshot in a room with no kids.
  With 2 Players: Hypnotize. I Hypnotized the teens who found me and make them drop all their items and run to 
  the Grand Foyer. Then I get shuffled back into the deck.  If the Bully has the Slingshot and is in the same room when I’m 
  found, I am discarded. Anyone carrying garlic is immune to this power.
  Powers:
  When it’s my turn, I can pick a room to Haunt. I do something scary in that room, 
  like howling. All the kids in the room must pull or flee in terror, and if they stay, they 
  have to pull to not drop all their items.  Then I vanish into the night!
  My special power is to Snuffle. Instead of haunting all of the kids, I find a teen 
  holding at least one item who is alone. They must pull from the Courage Pile for each 
  item they hold or drop it. I can take one dropped item to hide by placing the card face 
  down in any room.
  But I must beware! The Athlete can throw the Ball, and I’ll chase it! On my next turn, 
  instead of using my powers, I must hide the Ball in a room with no kids. Also, anyone 
  with the Dog Whistle can pull from the Courage Pile to blow the whistle to chase me 
  away so no one has to pull when I haunt a room they are in.
  With 2 Players: Chase. Leave my card in this room. If a teen ends their turn in a room 
  I can get to by running through two or less rooms, I chase them, scare them so badly 
  they have to pull, and then make them move to an adjacent, explored room. The Athlete 
  can discard me by throwing the Ball in my room. I won’t chase anyone with the Dog 
  Whistle.
  
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  Powers: 
  When it’s my turn, I can pick a room to Haunt. I do 
  something scary in that room, like moaning and shambling around. 
  All the kids in the room must pull or flee in terror, and if they stay, they 
  have to pull to not drop all their items.  Then I vanish into the night!
  My special power is to Curse. Instead of appearing to all of the kids, I find one teen 
  alone in a room to give the Mummy’s Curse to. They now have to pull twice each 
  time they have to pull from the Tower. The only way to cure the Curse is to hold the 
  Scarab.
  But I must beware! The Nerd can read from the Ancient Tomes and cast me away 
  with a spell before I get to use my powers on anybody there! All I can do is steal the 
  Tomes. On my next turn, instead of using my powers, I must hide them in a room with no kids.
  With 2 Players: Curse. The teen who found me is now Cursed! They have to pull twice whenever they pull from the 
  Tower until they get a hold of the Scarab. Shuffle me back into the deck. If the Nerd finds me, he can read a spell from the 
  Ancient Tome that discards me from the Spooky Deck.
  Powers:
  When it’s my turn, I can pick a room to Haunt. I do something scary in that 
  room, like making a stench from the depths. All the kids in the room must pull or  
  flee in terror, and if they stay, they have to pull to not drop alll their items.  Then I  
  vanish into the night!
  My special power is to Flood. Instead of appearing to all of the kids, I find a 
  teen alone in a room and flood it! Place a block from the Courage Pile in the 
  empty room. It is now flooded. Teens entering or searching in the room now 
  must make an extra pull from the Tower. Scuba Gear lets you ignore these pulls.
  But I must beware! The Scaredy Cat can tangle me in the Blanket so I can’t use 
  my powers! All I can do is steal the Blanket. On my next turn, instead of using my 
  powers, I must hide it in a room with no kids.
  With 2 Players: Flood. Put a block from the Courage Pile in this room. It is now 
  flooded. You now must make an extra pull from the Tower to enter this room 
  and to search it. Shuffle me back into the deck. With the Scuba Gear, you can 
  ignore the extra pulls. The Scaredy Cat with the Blanket can entangle and 
  discard me.
  
  West Wing
  
  Central Stairs
  
  East Wing
  
  Frankenstein’s
  Monster
  Ghost
  Lagoon
  Lady
  Mummy
  Vampire
  Werewolf
  Baseball
  for the Athlete
  CORRIDOR
  Diary
  for the Gossip
  GUEST BEDROOM
  Cloak of Disguise
  (a blanket)
  for the Scaredy Cat
  MASTER BEDROOM
  Paint
  for the Artist
  ARTIST’S STUDIO
  
  Slingshot
  for the Bully
  COLD ATTIC
  Ancient Tomes
  for the Nerd
  STUDY
  Garlic
  KITCHEN
  vampiric allergen
  Lighter
  DINING ROOM
  the ﬁ end fears ﬂ ames
  g
  Scarab
  PARLOR
  reverse the
  mummy’s curse
  Scuba Gear
  STORAGE ROOM
  swim like the lovely 
  lagoon lady
  Dog Whistle
  MUSIC ROOM
  not music to a 
  werewolf ’s ears
  g
  a handy
  Bucket
  fresh baked
  Cookies
  a bright
  Flashlight
  
  tacky, sticky
  Glue
  a wicked
  Guitar
  shiny
  Marbles
  a trusty
  Pocket Knife
  a hefty coil of
  Rope
  a decked-out
  Skateboard
  a cuddly 
  Teddy Bear
  the long awaited
  Sunrise
  frightfully flapping
  Bats
  banging on a window
  Branches
  
  hissing and snarling
  Cats
  someone’s cozy
  Coffin
  ghostly
  Curtains
  flapping in the wind
  a creepily creaking
  Door
  icky wetness
  Dripping
  buckets of unknown
  Earth
  in a painting, following you
  Eyes
  buzzing and swarming
  Flies
  swirling faces in the
  Fog
  across the room
  Footsteps
  
  crawling everywhere
  Insects
  you can’t see yourself in
  Mirror
  from an unseen source
  Music
  mysteriously floating
  Objects
  in the walls
  Rats
  clawing and
  Scratching
  a blood-curdling
  Scream
  whispy, sticky
  Spiderwebs
  whispering to you
  A Voice
  scribbled and scrawled
  Words
  
  Dread House Card List
  Spooky Deck:
  Bats
  Branches 
  Cats
  Clawing
  Coﬃ  n
  Curtains
  Door
  Earth
  Eyes 
  Flies
  Fog
  Footsteps 
  Insects 
  Mirror 
  Music 
  Floating Objects
  Rats in the walls
  Scream
  Spider Webs
  Voice 
  Wetness from the ceiling
  Words 
  ©2010 Dig 1000 Holes and Black & Green Games
  Item Deck:
  Baseball
  Bucket
  Cloak of Disguise (blanket) 
  Cookies
  Diary
  Flashlight
  Dog Whistle
  Garlic
  Glue
  Guitar
  Lighter
  Marbles
  Paint
  Pocket knife
  Rope
  Scarab
  Scub gear
  Skateboard
  Slingshot
  Teddy bear
  Ancient Tomes
  Sunrise
  Monstsers:
  Frankenstein’s Monster
  Ghost
  Lagoon Lady
  Mummy
  Vampire
  Werewolf
  We know that not even Eva Destruction 
  can hold a candle to the demolition powers 
  of some children (nor would she want to). 
  Th is is a PDF of the game and all its com-
  ponents so that you may replace them as 
  necessary. 
  To purchase replacement maps or card sets 
  e-mail us for more information at: 
  epidiah@gmail.com  
  keirgreeneyes@yahoo.com
  
SOURCE: textdata/thevault/Kid Friendly/7. RPGs/Ages 8-10 (Attention span of 2 hours +, Proficient in basic math, Starting to read or reading chapter books)/Dread/Dread House/Dread House [2010].pdf