Mansions of Madness (First Edition) is a Lovecraftian horror board game where one player takes the role of the Keeper (controlling monsters and the scenario) while the other players are Investigators exploring a haunted mansion. The Keeper sets up the scenario with hidden clues, locked doors, and lurking horrors. Investigators must solve puzzles, gather clues, and survive to complete their objective before the Keeper achieves theirs.
Components
Modular map tiles (room and corridor pieces)
Investigator figures and character sheets
Monster figures
Keeper’s scenario guides
Exploration cards, lock cards, obstacle cards
Puzzle tiles (various types)
Combat and horror cards
Clue tokens, damage tokens, horror tokens
Dice (custom d10)
Item cards, spell cards, weapon cards
Event deck
Setup
The Keeper selects a scenario (5 included) and secretly follows setup instructions.
The Keeper places map tiles, locks, obstacles, exploration tokens, and monsters as directed.
Investigators choose characters and receive starting items.
Place investigator figures at the starting location.
Turn Structure
Each round consists of:
1. Investigator Phase
Each investigator takes a turn:
Move: Move up to a number of spaces equal to speed.
Perform 1 Action: Explore (reveal exploration tokens), attack a monster, use a skill, interact with an object, cast a spell, or attempt to pick a lock/solve a puzzle.
2. Keeper Phase
The Keeper:
Receives threat tokens (resource for activating powers).
May play Keeper Action cards (spawn monsters, trigger events, move obstacles).
Activates each monster (move + attack or special action).
Draws and resolves Event cards as directed by the scenario.
Actions
Investigator Actions
Explore: Reveal an exploration token in your room to discover clues, items, or traps.
Attack: Roll dice equal to your combat stat + weapon bonus vs. monster’s defense.
Puzzle: Attempt to solve a physical puzzle (sliding tiles, wire connections, etc.) within a time limit.
Use Item: Activate an item card’s effect.
Cast Spell: Magic-using investigators may cast spells with associated risks.
Run: Move additional spaces instead of taking an action (useful for fleeing).
Combat
Melee/Ranged: Roll attack dice. Each success deals damage to the monster.
Monster attacks: The Keeper rolls the monster’s attack. Damage reduces investigator health.
Horror checks: Encountering terrifying monsters may cause horror damage (sanity loss). If an investigator loses all sanity, they go insane.
Death: If an investigator loses all health, they are eliminated.
Scoring / Victory Conditions
Each scenario has unique victory conditions for both sides.
Investigators win by completing their objective (e.g., finding the ritual components, stopping the ceremony, escaping the mansion).
Keeper wins by completing their objective (e.g., the ritual succeeds, all investigators die or go insane, time runs out).
Special Rules & Edge Cases
Puzzles are physical: Players actually manipulate puzzle tiles to solve them. Failed puzzles may have consequences.
Darkness: Some rooms may be dark, limiting visibility and actions.
Insanity: Investigators who lose all sanity may gain a secret insane objective (potentially working against the team).
Hidden information: The Keeper has extensive hidden setup choices that alter the scenario’s challenges.
Lock/Obstacle tokens must be removed (by picking locks or breaking obstacles) before investigators can pass.
Player Reference
Investigator Turn
Options
Move
Up to speed value
Action (1)
Explore, Attack, Puzzle, Use Item, Cast Spell, Run