Mt. Holly Estate · Fan Project
Your First Run
A step-by-step walkthrough for new players

Read this before opening the rulebook. It walks you through a complete turn — from rolling the lock die to ending your first day. Once you've played through this once, the full rules will make much more sense.

The Idea

You are Simon P. Jones. Your grand-uncle has left you Mt. Holly Estate — but only if you can find the hidden Room 46. Every day you enter the manor, draft rooms one at a time to build a path, and try to reach the Antechamber at the far north end before your steps run out. When your steps hit zero, the day ends and the manor resets. You come back tomorrow and try again, a little wiser.

Each run you start with 50 Steps, 0 Gems, 0 Keys, and 5 Coins. Steps are your movement budget — every room you enter costs 1. Manage them carefully.

Before You Begin

Place the Entrance Hall tile at Rank 1, Column 3. Place the Antechamber face-up at Rank 9, Column 3 with the Room 46 Key token on top. Place Room 46 face-down beside the board.

Put all Core room tiles into the Active Bag and shake to randomize. That's your draft pool for the run. You're ready.

A Complete Turn, Step by Step

Your room marker starts in the Entrance Hall. The manor is empty — just the Entrance Hall tile on the board. You can see doors leading north, east, and west. You decide to push north.

Step 1
Choose a Door

You choose the north door of the Entrance Hall. It leads to an empty grid space at Rank 2, Column 3. This is where the next room will go.

Step 2
Roll the Lock Die

Before drawing any tiles, roll the white die (Rank 4 uses the white die — Ranks 1–3 are never locked and skip this roll entirely). Check the result.

Unlocked result: proceed to draw tiles. No key needed.

Locked result: place a padlock token on the door. Now — before seeing any tiles — decide:

  • Spend 1 Key to remove the padlock and proceed
  • Use the Lock Pick card (roll d6: 1–2 it picks the lock) or the Silver Key (opens every locked door on the board)
  • Turn back — no tiles drawn, the padlock stays, action ends

You rolled unlocked. No padlock needed. On to the tiles.

Key rule: You always commit to unlocking before seeing what rooms are behind the door. This is intentional — you never know what you're paying for until you've already paid.
Step 3
Draw 3 Tiles

Reach into the Active Bag and draw 3 tiles blind. Lay them out face up — left to right as Slot 1, Slot 2, Slot 3. The front of each tile shows its name, its colour, its doors and its gem cost; the full rule is on the back — flip a tile over to read it before you choose.

Slot 1's gem cost is always waived — you can always draft the first tile for free, whatever it costs.

You see: Slot 1 costs 0 gems. Slot 2 costs 1 gem. Slot 3 costs 2 gems. You have 0 gems. Slot 1 gem cost is always waived — draft it for free or use a redraw.

Step 4
Read All 3

Turn each tile over to read its rule, then turn it back. Now you know what you've drawn.

You have: Nook (Slot 1), Greenhouse (Slot 2 — costs 1 gem), Study (Slot 3 — costs 2 gems). With 0 gems you can only take the Nook. But wait — do you want to redraw?

Step 5
Choose: Redraw or Draft

If you hold an Ivory Die, you can spend it to put all 3 current tiles back in the Active Bag and draw 3 fresh ones. You can do this as many times as you have dice.

You don't have any Ivory Dice. You take the Nook — it's free, L-shaped with 2 doors, and has a guaranteed key inside. Not bad for Rank 2. Return the Greenhouse and Study to the Active Bag.

Step 6
Place the Tile and Apply Draft Effects

Place the Nook at Rank 2, Column 3 on the board. Some rooms do something the moment they're drafted — check the tile. The Nook has no draft effect. (The Locker Room, for example, would put a Key on every Hallway already on the board at this moment. A bedroom would get its trunk; a green room its dirt tokens.)

Remember: drafting and moving are two separate actions. You've placed the Nook — but your room marker is still in the Entrance Hall. Moving into the Nook costs a separate action and 1 step.

Your Next Action — Moving

Step 7
Move Into the New Room

On your next turn, take the Move action. Declare your destination: the Nook. Count the rooms along your path — just 1 room. Deduct 1 Step. Place your room marker on the Nook tile. You now have 49 steps.

Entry effects fire immediately on arrival:

  • Nook — guaranteed key: take 1 Key from the supply. No card draw, no roll — just take it.
  • The Nook's roll: roll a d6. On 4, 5 or 6, draw 1 Special Items card. You rolled a 3 — nothing extra this time.
  • Trunks: the Nook has no trunk. Move on.

The transit rule: you only collect things in your destination room. If you pass through other rooms on the way, those are transit rooms — nothing triggers there. If you want to collect in a room along the way, declare it as your destination first, then move again on your next turn.

Cards are instructions, not the items themselves. Every deck in the game — Resource Items, Special Items, Dig Results, Trunk Contents — contains cards that tell you what to pick up. When you draw a card showing a Key, take a Key token from supply. Coins, take that many Coin tokens. A named item like a Magnifying Glass or Shovel, take that item's physical card from the item card set beside the board. The card you drew is always discarded. What you hold is always a token or a separate item card.
Step 8
Look Around and Decide

You're in the Nook. It has 2 doors — you can draft forward from either exit, or move back to the Entrance Hall and expand from a different direction. That choice is the game in miniature.

Every room you add does something different. Here's what to expect as the manor grows:

  • Blue rooms are the backbone — reliable resources, useful abilities, routing options. Most of the deck is blue.
  • Purple rooms (Bedrooms) are the trunk rooms: every bedroom gets a locked trunk when placed (1 Key or the Sledgehammer opens it). Every Bedroom you enter rolls a d6 — 4, 5 or 6 draws a Resource Items card. The plain Bedroom also gives +2 steps every time you walk in.
  • Orange rooms (Hallways) are connectors with multiple doors. Hallway, Corridor, East and West Wing Hall each give you 1 Key on entry; the Foyer, Great Hall, Passageway and Secret Passage don't. The Foyer unlocks every Hallway door for the rest of the day the moment it hits the board.
  • Green rooms are the dig rooms. The tile back says how many dirt tokens to put on it when placed. Come back with a Shovel to dig — no step cost, each token draws a Dig Results card. Green rooms also roll the same d6 as bedrooms on entry. No trunks.
  • Yellow rooms (Shops) sell things for coins. What's for sale is on the cards in that shop's envelope. Bring money.
  • Red rooms cost 0 gems and hurt you — the tile says how. A Shelter token placed with the tile cancels it. Sometimes worth it for the routing. Sometimes not.

You don't need to memorize this. The Item Spawn & Trunk Reference card beside the board tells you exactly what to do in each room. When in doubt, look there first.

Ending the Day

When your steps reach zero, the day ends automatically — you Call It a Day. You can also choose to end early at any point if you want to preserve tomorrow bonuses.

At end of day:

Tomorrow, you start fresh — but you know the house better. The Nook might appear early again. The more runs you play, the more the manor starts to feel like a place you know.

The Draft Sequence — Part 1: Drafting a Room

1. Choose door → 2. Roll lock die → 3. Unlock or turn back → 4. Draw 3 from Active Bag → 5. Flip all 3 → 6. Redraw or draft → 7. Place tile · return 2 to Active Bag
The one rule that surprises new players: You roll the lock die and decide whether to spend a key before drawing any tiles. You never see what's behind the door before committing. This is intentional — it's the game's way of making every draft feel like a real gamble.

The Entry Sequence — Part 2: Moving Into a Room

1. Declare destination → 2. Count rooms · deduct steps → 3. Place room marker → 4. Apply entry effects → 5. Roll d6 if Bedroom or Green Room (4+: Resource card) → 6. Open trunk? → 7. Dig dirt pile? → 8. Eat fruit?
Steps 6, 7, and 8 are always optional. You can leave a trunk, a dirt pile, or a fruit token on a tile and come back later. Only entry effects (Step 4) are immediate and mandatory.

What to Read Next

You now understand the core loop. For the full rules, see:

Good luck. The manor waits.