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.
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.
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.
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.
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?
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.
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.)
Your Next Action — Moving
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.
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:
- All room tiles come off the board. The manor resets.
- All resources (steps, gems, keys, coins) reset to zero — except anything stored in the Coat Check or affected by the Freezer.
- At the start of your next run, any Tomorrow Room cards you collected last run take effect — apply each bonus before starting the next day. Then return the cards to the supply.
- Return all tokens to supply. Return all placed tiles to the Active Bag and shake to randomize.
The Draft Sequence — Part 1: Drafting a Room
The Entry Sequence — Part 2: Moving Into a Room
What to Read Next
You now understand the core loop. For the full rules, see:
- Section 4 — complete turn structure and all five actions
- Section 5 — resources in detail (steps, gems, keys, coins)
- Section 6 — the lock and key system
- Section 8 — digging and trunks
- Section 12 — how to actually win (reaching Room 46)
Good luck. The manor waits.