Chill: Black Morn Manor

AI-friendly board game rules summaries — use with Claude, ChatGPT, or any AI assistant

Overview

Chill: Black Morn Manor is a horror-themed adventure board game published by Pacesetter Ltd in 1985, designed by Troy Denning. Players explore the haunted Black Morn Manor, which is assembled from modular board sections as the game progresses, creating a different layout each time. One of ten possible evil Masters lurks within the manor. Most players take on the role of Envoys (investigators from the S.A.V.E. organization), who must discover the Master’s identity, find the item to which it is vulnerable, and destroy it. One player begins as a Minion serving the Master, attempting to find the influence item and remove it from the grounds.

Components

Setup

  1. Select one of the 10 Master cards secretly (or randomly). This determines which creature haunts the manor and what its vulnerabilities are.
  2. Assign player roles: most players are Envoys, one player starts as a Minion.
  3. Place starting board sections to form the initial manor entrance.
  4. Shuffle the card decks and prepare the draw piles.
  5. Place player pawns at the starting location.
  6. Set aside remaining board sections to be drawn and placed during exploration.

Turn Structure

On each turn, a player:

  1. Moves their pawn through the manor, exploring new rooms by drawing and placing board sections.
  2. Encounters events, items, or creatures based on cards drawn or room effects.
  3. Searches rooms for clues about the Master’s identity and vulnerability item.
  4. Resolves combat or challenges if encountering the Master, minions, or supernatural threats.

Actions

Explore: Move into an unexplored area to draw and place a new board section, expanding the manor. The modular design means the manor layout is different every game.

Search: Investigate a room for clues, items, or the vulnerability item needed to destroy the Master. Searching may reveal useful information or trigger dangerous encounters.

Combat: When encountering the Master or hostile creatures, resolve combat using dice rolls. The Envoys must find the correct vulnerability item before they can effectively harm the Master.

Use Items: Play item cards from your hand to aid in exploration, combat, or defense.

Minion Actions: The Minion player works against the Envoys, attempting to locate and remove the influence item from the manor grounds before the Envoys can use it.

Scoring / Victory Conditions

Envoy Victory: The Envoys win if they:

  1. Discover the Master’s identity.
  2. Find the item to which the Master is vulnerable.
  3. Use the vulnerability item to destroy the Master.

Minion/Master Victory: The Minion wins if they find the influence item and remove it from the grounds before the Envoys can destroy the Master, or if the Master eliminates all Envoys.

There is no point scoring; the game is won or lost based on achieving the victory conditions.

Special Rules & Edge Cases

Player Reference

Role Objective
Envoy Find Master’s identity, locate vulnerability item, destroy Master
Minion Find and remove the influence item; protect the Master

10 Possible Masters: Each with unique powers, weaknesses, and vulnerability items.

Key Mechanic: Modular board = different manor layout every game.