Last Updated on January 13, 2026 by The Official Game Rules Team
Mansions of Madness is a cooperative, story-driven board game set in the Lovecraftian universe, where players investigate eerie mysteries and confront terrifying horrors. Players explore detailed rooms, solve puzzles, and battle monsters while trying to uncover the dark secrets of a haunted mansion. With immersive storytelling and intense encounters, Mansions of Madness offers a thrilling, suspenseful experience.
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How to Play Mansions of Madness (Complete In-Depth Guide)
Table of Contents
- Part 1: Game Overview & Core Concepts
- Part 2: Complete Setup Guide
- Part 3: Game Flow & Turn Structure
- Part 4: Investigator Actions (Detailed Rules & Clarifications)
- Part 5: Cards & Card Types
- Part 6: Attributes, Tests & Status Effects
- Part 7: Monsters & Combat
- Part 8: Map Features & Special Spaces
- Part 9: Puzzles (Locks, Runes, Wiring & Resolution Rules)
- Part 10: Endgame, Objectives & Special Victory Conditions
Game Overview
Mansions of Madness is a narrative-driven horror board game for 2–5 players. One player assumes the role of the Keeper, while all other players take on the roles of Investigators. The game is set in the Lovecraftian universe, where investigators explore dangerous locations, uncover clues, solve puzzles, battle monsters, and attempt to stop a hidden evil plan before it is too late.
The game is fully asymmetrical. The Keeper controls the story’s antagonistic forces, including monsters, supernatural events, and hidden objectives. The investigators work together as a team, sharing information and resources, while attempting to discover the truth behind the mystery unfolding around them.
Each game tells a branching story that unfolds based on player decisions. Even when replaying the same story, the objectives, clue locations, and outcomes can change, creating a different experience every time.
Player Roles
The Keeper
The Keeper is the game master and antagonist. Their responsibilities include:
- Setting up hidden elements of the story
- Managing monsters and supernatural events
- Controlling the pacing of the game through threat and events
- Secretly working toward a story-specific objective
The Keeper does not play openly. Many of their cards, objectives, and choices are hidden from the investigators. The Keeper wins by successfully completing the objective listed on their Objective card, or by eliminating all investigators.
This role requires organization, rules familiarity, and careful timing. For this reason, it is recommended that the most experienced player take on the role of Keeper.
Investigators
All other players are investigators. Investigators always win or lose as a team.
Each investigator represents a unique character with their own:
- Attributes (mental and physical abilities)
- Special abilities
- Starting equipment
- Role within the group
Investigators explore the map, search rooms, collect items, solve puzzles, fight monsters, and piece together clues. They must cooperate to survive and uncover how to stop the Keeper’s plan before time runs out.
Investigators do not know the Keeper’s objective at the start of the game. Their primary goal early on is to discover clues, which gradually reveal the nature of the threat they are facing.
The Objective of the Game
Every game of Mansions of Madness revolves around a hidden objective.
Keeper Objective
Before the game begins, the Keeper receives one Objective card, chosen based on story setup choices. This card defines:
- How the Keeper wins the game
- How the investigators can stop the Keeper
The Keeper keeps this card secret until the game instructs them to reveal it.
Keeper objectives vary widely and may involve:
- Performing a ritual
- Collecting samples or artifacts
- Summoning a powerful creature
- Driving investigators insane
- Killing or capturing investigators
In addition to completing the listed objective, the Keeper automatically wins if all investigators are eliminated.
Investigator Objective
At the start of the game, investigators do not know how they can win.
Their early objective is always the same:
Find and resolve all Clue cards.
Clues are hidden among the Exploration cards on the game board. Each clue provides story information and hints about where the next clue may be located.
Once investigators discover the final clue (always labeled “Clue 1”), the Keeper reveals their Objective card. At that point, investigators learn the specific final task they must complete to win the game.
This task may include:
- Preventing a ritual
- Killing or disabling a specific monster
- Escaping the map from a specific location
- Protecting or rescuing certain characters
Shared Loss Condition
If neither side completes their objective before the final Event card is resolved, all players lose the game.
This represents the story spiraling out of control—evil is unleashed, sanity collapses, or the truth is lost forever.
Stories and Replayability
Mansions of Madness includes five different stories, each with:
- Unique map layouts
- Distinct narrative themes
- Three possible Objective cards
- Variable clue placement
- Story-specific events and monsters
Even when replaying the same story:
- The Keeper may receive a different objective
- Clues may be hidden in different locations
- Events may resolve differently
- The outcome of the story can change dramatically
This structure makes the game highly replayable, despite using the same physical components.
Core Game Concepts
Before learning setup or turn structure, it’s important to understand several concepts that define how the game works.
Hidden Information
Mansions of Madness relies heavily on hidden information:
- The Keeper’s Objective card is secret
- Many Keeper cards are kept hidden in hand
- Some story choices are recorded face-down
- Investigators do not know what lies ahead in unexplored rooms
This hidden information is essential to the tension and mystery of the game.
Exploration and Discovery
Investigators spend most of the game exploring rooms.
Each room may contain:
- Items
- Weapons
- Spells
- Clues
- Obstacles
- Nothing at all
Exploration is risky. Searching rooms can attract monsters, trigger events, or reveal obstacles that must be dealt with before progress can continue.
Time Pressure
The game is driven forward by the Event deck.
- Time tokens are added regularly
- When enough time passes, a story event occurs
- Events often escalate danger or advance the Keeper’s plans
If the game goes on too long, everyone loses, so investigators must balance caution with urgency.
Threat
Threat represents the growing power of the Keeper.
- The Keeper gains threat every round
- Threat is spent to play cards, move monsters, and trigger effects
- Unused threat carries over between rounds
Managing threat is central to the Keeper’s strategy and determines how aggressively they can act.
Cooperative Play (Investigators)
Investigators:
- Share information freely
- Can trade items when in the same space
- Must coordinate movement, exploration, and combat
Poor communication or splitting up at the wrong time often leads to disaster.
Components Overview (High-Level)
A full component breakdown appears later, but at a high level the game includes:
- Map tiles that form the location
- Investigator figures and character cards
- Monster figures and tokens
- Multiple decks of cards (Exploration, Combat, Mythos, Trauma, etc.)
- Tokens for damage, horror, threat, time, status effects, and puzzles
Each component has a specific role, and nearly all are used during play.
Part 2: Complete Setup Guide
Setting up Mansions of Madness (First Edition) is more involved than most board games. This is because the Keeper and Investigators prepare different information, some of which must remain hidden. For this reason, setup is divided into three parts:
- General Setup (all players)
- Investigator Setup (investigators only)
- Keeper Setup (keeper only)
The Investigator and Keeper setup steps are performed simultaneously, and neither side may base decisions on what the other is doing.
Before You Begin
Before starting setup:
- Place the game box, cards, and components on a large table
- Ensure the Keeper can sit where cards and tokens can be managed privately
- Keep the Investigator Guide and Keeper Guide separate
- Investigators may never read the Keeper Guide
- The Keeper should not read the Investigator Guide aloud beyond story text
General Setup (All Players)
These steps are completed together, before Investigator and Keeper setup begins.
1. Choose a Story
Mansions of Madness includes five distinct stories. Each story features:
- A unique narrative
- A specific map layout
- Story-specific Event cards
- Three possible Objective cards
- Variable endings
Players may choose a story by agreement. If no agreement can be reached, select a story randomly.
Once chosen:
- Investigators will use the story’s section in the Investigator Guide
- The Keeper will use the matching section in the Keeper Guide
2. Choose Player Roles
One player becomes the Keeper. All other players become Investigators.
- Recommended: the most experienced player should be the Keeper
- If roles are disputed, determine the Keeper randomly
The number of investigators equals the number of players minus one.
3. Prepare Monster Figures
Before gameplay:
- Ensure every monster figure has its matching monster token inserted into its base
- The token must be visible from the base window (do not remove during play)
Monster base sizes:
- Large bases: Shoggoths
- Medium bases: Cthonians
- Small bases: All other monsters
Place all monster figures within easy reach of the Keeper.
4. Sort Tokens and Markers
Separate all punchboard components into piles by type, including:
- Damage tokens
- Horror tokens
- Threat tokens
- Time tokens
- Skill point tokens
- Status effect tokens (stun, fire, darkness)
- Room feature markers
- Sealed door markers
- Sample tokens
Place all piles where players can easily reach them during play.
5. Prepare Puzzle Pieces
Puzzle components must be prepared carefully:
- Separate puzzle pieces by back design
- Create five facedown piles, one for each puzzle type
- Puzzle setup tiles remain faceup and sorted
Puzzle pieces are never placed on the game board during play.
6. Investigator Claims Investigator Cards
The investigator players take:
- All Investigator Character cards
- All Trait cards
- All Starting Item cards
These will be used during Investigator Setup.
7. Keeper Claims Keeper Cards
The Keeper takes:
- All Exploration cards
- All Mythos cards
- All Lock cards
- All Obstacle cards
- All Objective cards
- All Keeper Action cards
- All Trauma cards
Investigators may not examine these cards at any time.
8. Build the Event Deck
Each story includes five Event cards, labeled by stage (I–V).
To build the Event deck:
- Place Event V face-down on the bottom
- Place Event IV on top of it
- Continue stacking until Event I is on top
- Do not look at the faces of these cards
Set the Event deck near the Keeper.
9. Prepare Draw Decks
Separate all remaining cards by card back:
- Place the three Combat decks near the Keeper
- Place the Trauma deck near the Keeper
- Place the four Spell decks faceup near the Investigators
Once complete, General Setup is finished.
Investigator Setup (Investigators Only)
Investigators now follow the steps for the chosen story found in the Investigator Guide.
The Keeper performs their setup at the same time but must not observe Investigator decisions.
1. Build the Map
Using the map layout diagram in the Investigator Guide:
- Place the specified map tiles together to form the game board
- Align rooms and doors carefully
- Ensure room names are visible
Map tiles define:
- Rooms
- Spaces
- Doors
- Walls
2. Place Room Features and Sealed Doors
If instructed by the story:
- Place room feature markers (altars, barriers, ladders, etc.) in specific spaces
- Place sealed door markers over indicated doors
Sealed doors:
- Can never be opened
- Block all movement
- Cannot be removed by any effect
3. Choose Investigators
Each investigator player:
- Chooses one investigator character
- Takes the matching:
- Character card
- Investigator figure
- Four unique Trait cards
- Takes the listed number of skill point tokens
4. Select Traits
Each investigator chooses two of their four Trait cards.
- These define:
- Attributes
- Special abilities
- Starting equipment or spells
- Return the unused Trait cards to the box
5. Gain Starting Items or Spells
From the selected Trait cards:
- Take the listed Starting Item cards and/or Spell cards
- Place them faceup near the Character card
6. Place Investigators
Place each investigator figure on the Start space specified in the story’s map setup.
All investigators usually begin together, but this depends on the story.
7. Read the Introduction
One investigator reads the story’s introductory narrative aloud.
This introduction:
- Sets the tone
- Provides hints about early clue locations
- May foreshadow future events
Investigators should listen carefully.
Keeper Setup (Keeper Only)
The Keeper now follows the story’s instructions in the Keeper Guide, in secret.
1. Record Story Choices
During setup, the Keeper answers several story questions.
For each question:
- Choose one of the provided answers
- Take the matching Story Choice marker
- Place it facedown in front of you
These choices affect:
- Objectives
- Event outcomes
- Monster placement
- Story branching
2. Select the Objective
Based on the story choices:
- Randomly determine or select one Objective card
- Read it carefully
- Keep it face-down and secret
Do not reveal this card until instructed.
3. Prepare Keeper Action Cards
The Keeper Guide lists which Keeper Action cards are available for the story.
- Take only the listed cards
- Return all others to the box
- Place them faceup in front of you
4. Build the Mythos Deck
Using the icons listed in the Keeper Guide:
- Take all Mythos cards with matching icons
- Shuffle them together to form the Mythos deck
- Return unused Mythos cards to the box
If instructed, draw starting Mythos cards into hand.
5. Seed the Map with Cards
Following the Keeper Guide:
- Place facedown Exploration cards in each room
- Place Lock cards on top of certain rooms
- Place Obstacle cards where instructed
Important rules:
- Do not reveal any cards
- Card order in rooms matters
- Investigators may not see which cards go where
6. Prepare Monsters
Some stories begin with monsters in play.
- Place specified monster figures in the indicated rooms or spaces
- If random placement is required, draw blindly
Setup Restrictions and Fair Play
- Investigators may not observe Keeper setup
- The Keeper may not adjust setup based on investigator choices
- If necessary, investigators may step away while the Keeper finishes setup
Once both sides are complete, the game is ready to begin.
Ready to Play
At this point:
- The board is built
- Investigators are chosen and equipped
- The Keeper has objectives, actions, and hidden plans
- Time pressure is ready to begin
Part 3: Game Flow & Turn Structure
Mansions of Madness is played over a series of rounds. Each round represents a short passage of time in the unfolding story. During a round, investigators act first, followed by the Keeper. As time passes, tension builds, events occur, and the story progresses toward an inevitable conclusion.
Round Overview
Each round is played in the following order:
- Investigator Phase
- Keeper Phase
- End of Round Check
This order never changes unless a card effect specifically states otherwise.
Investigator Phase
During the Investigator Phase, each investigator takes one complete turn, one at a time, in any order the investigators choose.
Investigators may freely discuss and plan during this phase.
Investigator Turn Structure
Each investigator’s turn consists of:
- Movement
- One Action
Movement and action may be taken in either order.
Once both are completed (or skipped), the investigator’s turn ends.
Movement
An investigator may move up to two spaces during their turn.
Movement rules:
- Movement is optional
- An investigator may move:
- 0 spaces
- 1 space
- 2 spaces
- Spaces must be orthogonally adjacent
- Diagonal movement is not allowed
- Movement may be split before or after the action
Doors and Walls
- Movement through doors is allowed unless:
- The door is sealed
- A card or effect prevents movement
- Walls may never be crossed
Occupied Spaces
- Investigators may move through spaces occupied by:
- Other investigators
- Monsters
- Multiple figures may occupy the same space
Hazardous Movement
Some spaces contain hazards such as:
- Fire
- Darkness
- Certain room features
Movement into or through these spaces may cause effects immediately upon entering, as described by the relevant rule or card.
Investigator Action
Each investigator may perform one action during their turn.
Actions are optional, but skipping an action rarely benefits the investigators.
Available Actions
An investigator may choose one of the following actions:
- Explore
- Attack
- Trade
- Rest
- Use a card ability
- Use a puzzle action
- Other story-specific actions
Each action is described below.
Explore Action
The Explore action is how investigators interact with rooms and discover new information.
When You May Explore
An investigator may perform an Explore action if:
- They are in a space containing facedown cards
- The cards belong to the room they occupy
How to Explore
- Choose one facedown card in the room
- Reveal the card
- Resolve its effect fully
- Discard or place the card as instructed
Exploration Card Types
Exploration cards may be:
- Items
- Spells
- Clues
- Lock cards
- Obstacle cards
- Events
- Keeper-triggered effects
All revealed cards are resolved immediately unless otherwise stated.
Clues
If the revealed card is a Clue:
- Read it aloud
- Place it faceup near the board
- Follow any instructions on the card
Clues often:
- Provide story information
- Indicate where another clue is located
- Unlock new objectives
Attack Action
The Attack action allows investigators to fight monsters.
When You May Attack
An investigator may attack if:
- They share a space with at least one monster
- They have a weapon or unarmed attack available
How to Attack
- Choose one monster in your space
- Choose one attack option (weapon or unarmed)
- Resolve the attack using the Combat deck
Combat resolution is covered in detail in Part 7.
Trade Action
The Trade action allows investigators to exchange items.
Trade Rules
- Both investigators must:
- Share the same space
- Be able to act
- Either investigator may initiate the trade
- Any number of item cards may be exchanged
- Each investigator must still take only one action per turn
Rest Action
The Rest action allows investigators to recover.
Rest Effects
When an investigator rests:
- Remove one damage token or
- Remove one horror token
Resting may not remove both in a single action unless a card allows it.
Using Card Abilities
Some cards allow actions such as:
- Casting spells
- Activating equipment
- Using artifacts
- Triggering special abilities
Using such an ability counts as the investigator’s one action, unless the card states otherwise.
Puzzle Actions
Some spaces or features allow investigators to:
- Attempt lock puzzles
- Attempt rune puzzles
- Attempt wiring puzzles
Attempting a puzzle always consumes the investigator’s action.
Puzzle resolution is covered in detail in Part 9.
Keeper Phase
After all investigators have completed their turns, the Keeper takes their turn.
The Keeper Phase is divided into five steps, which must be resolved in order.
Step 1: Add Threat
At the start of the Keeper Phase:
- The Keeper gains threat tokens equal to the number of investigators
Threat is placed in the Keeper’s threat pool.
Unused threat carries over between rounds.
Step 2: Spend Threat
The Keeper may spend threat to:
- Play Keeper Action cards
- Trigger card effects
- Move monsters
- Attack with monsters
- Activate special abilities
Threat costs are listed on cards or in the Keeper Guide.
The Keeper may spend threat at any time during the Keeper Phase unless restricted.
Step 3: Move Monsters
The Keeper may move monsters by spending threat.
Monster movement rules:
- Monsters move one space per threat spent
- Monsters may move through:
- Doors
- Spaces occupied by investigators
- Monsters may not move through sealed doors or walls
Monster movement may be split across different monsters.
Step 4: Monster Attacks
The Keeper may attack with monsters by spending threat.
Monster attack rules:
- A monster may attack any investigator in its space
- Each attack costs threat
- Resolve attacks using the Combat deck
Monster combat is detailed in Part 7.
Step 5: End Keeper Phase
Once the Keeper finishes all actions:
- Discard used cards as instructed
- Resolve lingering effects
- Proceed to the End of Round check
End of Round Check
At the end of each round:
Advance Time
- Place one time token on the current Event card
- If the Event card has enough time tokens:
- Immediately resolve the Event
- Discard the resolved Event card
- Reveal the next Event card (if any)
Event Resolution
Events may:
- Spawn monsters
- Change objectives
- Add obstacles
- Advance the story
- Trigger story loss conditions
All event text is resolved exactly as written.
Final Event
If Event V resolves and no side has won:
- The game immediately ends
- All players lose
Interruptions and Timing Rules
- Investigators may never interrupt the Keeper Phase unless a card allows it
- The Keeper may not interrupt Investigator turns unless a card allows it
- Effects that say “immediately” override normal timing rules
Summary of Flow
Each round follows this structure:
- Investigators move and act
- Keeper gains threat
- Keeper spends threat to control monsters and events
- Time advances
- Story events may trigger
Understanding this flow is essential for mastering the game.
Part 4: Investigator Actions
(Detailed Rules, Restrictions, and Edge Cases)
During the Investigator Phase, each investigator may move and perform one action. While the basic action list is simple, many rules interact with room features, monsters, cards, and story effects. This section explains exactly how investigator actions work, including all restrictions and special cases.
Investigator Turn Recap
On an investigator’s turn, they may:
- Move up to two spaces
- Perform one action
Movement and action may be taken in any order.
An investigator may:
- Move → act
- Act → move
- Move → act → move
- Skip movement and/or action
Once both options are resolved or skipped, the turn ends.
Movement (Expanded Rules)
Movement is the most common investigator activity and is subject to several important rules.
Basic Movement Rules
- Investigators may move up to two spaces
- Spaces must be orthogonally adjacent
- Diagonal movement is never allowed
- Movement is optional
Each space entered counts as one movement point.
Doors and Walls
- Doors may be crossed freely unless sealed
- Walls may never be crossed
- Sealed doors:
- Block all movement
- Cannot be opened
- Cannot be destroyed
- Cannot be bypassed by any effect
If a door becomes sealed during the game, it immediately blocks movement.
Occupied Spaces
Investigators may:
- Move into spaces occupied by monsters
- Move into spaces occupied by other investigators
- End movement in occupied spaces
There is no limit to the number of figures in a single space.
Leaving a Space with Monsters
Investigators may freely move out of a space containing monsters.
There are no opportunity attacks unless a card specifically says otherwise.
Forced Movement
Some effects move investigators involuntarily.
Forced movement:
- Does not count toward the investigator’s movement limit
- May move an investigator into hazardous spaces
- Cannot move through walls or sealed doors
If forced movement would move an investigator illegally, it stops early.
Hazardous Spaces & Effects
Some spaces contain ongoing hazards.
Fire
- When an investigator enters a space with fire:
- They immediately take 1 damage
- Fire tokens remain until removed by a card or effect
Darkness
- Darkness limits visibility
- Investigators in darkness:
- Cannot explore
- May still move and fight
- Darkness tokens remain until removed
Other Hazards
Some story-specific hazards apply additional rules. Always resolve the effect immediately upon entering the space.
Explore Action (Full Breakdown)
Exploration is how investigators uncover the story.
When You Can Explore
An investigator may explore if:
- They are in a room with at least one facedown card
- The card belongs to that room
Investigators may not explore cards in adjacent rooms.
How to Explore (Step-by-Step)
- Choose one facedown card in your room
- Reveal the card
- Read the card aloud (unless instructed otherwise)
- Resolve its effect fully
- Discard or place the card as directed
Once resolved, the card is no longer part of the room.
Exploration Card Order
If a room contains multiple cards:
- Investigators choose which card to reveal
- Some rooms may contain:
- Locks
- Obstacles
- Clues
- Items
- Traps
Card order matters and is part of the Keeper’s setup strategy.
Locks and Obstacles
Some cards prevent further exploration.
Lock Cards
- Lock cards block all other cards in the room
- A lock must be successfully solved before exploring anything else
- Locks use puzzle pieces or skill tests
Lock rules are explained in Part 9.
Obstacle Cards
- Obstacles represent physical barriers or dangers
- An obstacle must be resolved before other cards
- Obstacles may:
- Cause damage or horror
- Require tests
- Require specific items
Exploration Events
Some cards trigger immediate events:
- Monster spawns
- Keeper effects
- Forced movement
- Additional card placement
All effects resolve immediately and completely.
Clues (Expanded Rules)
Clues are central to the investigators’ objective.
Discovering a Clue
When a Clue card is revealed:
- Read it aloud
- Place it faceup near the board
- Follow any placement or instruction text
Clues are never discarded unless explicitly stated.
Clue Numbering
Clues are numbered:
- Higher numbers are found first
- Clue 1 is always the final clue
Investigators may not access the Keeper’s Objective until Clue 1 is resolved.
Clue Effects
Clues may:
- Reveal new rooms to search
- Add or remove cards
- Change monster behavior
- Modify event outcomes
Clue effects remain active unless stated otherwise.
Attack Action (Expanded Combat Rules)
Attacking is risky but often necessary.
When You Can Attack
An investigator may attack if:
- They share a space with a monster
- They are not restricted by an effect
- They choose to use their action
Choosing a Weapon
An investigator may attack with:
- A weapon card
- An unarmed attack (if allowed)
Weapons list:
- Range
- Damage
- Special effects
Attack Resolution Overview
Combat uses the Combat decks.
Basic sequence:
- Choose target
- Draw Combat cards
- Apply successes and failures
- Assign damage and effects
Combat is explained fully in Part 7.
Evade (Special Combat Option)
Some weapons or effects allow evasion.
Evading:
- Ends combat
- Prevents damage
- Does not remove the monster
Evading still counts as an attack action.
Trade Action (Expanded)
Trading allows resource management.
Trade Requirements
- Both investigators must be in the same space
- Both must be able to act
- Either may initiate the trade
What Can Be Traded
- Item cards
- Weapons
- Artifacts
- Spells
Traits and character cards may never be traded.
Trading Limits
- There is no limit to the number of cards traded
- Trading consumes one action for the active investigator only
Rest Action (Expanded)
Resting is the main recovery method.
Rest Effects
Choose one:
- Remove 1 damage
- Remove 1 horror
Rest Restrictions
- You may not rest if:
- A monster is in your space
- A card effect prevents resting
- Some effects increase or modify rest benefits
Using Cards and Abilities
Many cards grant special actions.
Action vs Free Effects
- If a card says “Action:” it consumes your action
- If it does not specify, it may be used freely
Always resolve card text exactly as written.
Spellcasting
Spells:
- Often require horror tests
- May have unpredictable effects
- Are usually discarded after use
Spell rules are detailed later.
Puzzle Actions (Overview)
Puzzles represent locks, rituals, or devices.
Attempting a puzzle:
- Always uses your action
- May require skill points
- May cause penalties for failure
Puzzles are explained fully in Part 9.
Story-Specific Actions
Some stories introduce unique actions, such as:
- Performing rituals
- Escorting NPCs
- Activating machinery
Follow the story text exactly.
Action Restrictions Summary
Investigators may not:
- Perform more than one action per turn
- Explore locked or obstructed rooms
- Ignore hazards unless allowed
- Interrupt the Keeper Phase
Strategic Notes (Optional for Play)
- Splitting up speeds exploration but increases danger
- Trading efficiently prevents wasted actions
- Resting too often accelerates events
Part 5: Cards & Card Types
(Complete Rules for Every Deck)
Cards are the primary way Mansions of Madness delivers story, danger, and progression. Nearly every meaningful event in the game—combat, exploration, objectives, madness, and story twists—is controlled by cards.
Each card deck has a specific purpose, strict rules for handling, and timing restrictions that must be followed precisely.
Exploration Cards
Exploration cards form the core of investigator discovery.
Purpose of Exploration Cards
Exploration cards represent everything investigators may encounter in a room, including:
- Items and weapons
- Spells and tomes
- Clues
- Traps and obstacles
- Locks
- Story events
These cards are placed facedown during Keeper setup and revealed only through the Explore action.
Exploration Card Rules
- Only investigators may reveal Exploration cards
- Only one card may be explored per action
- Cards are resolved immediately upon reveal
- Once resolved, cards are:
- Discarded, or
- Placed in play, as instructed
Exploration cards may never be rearranged or previewed.
Exploration Card Priority
If a room contains multiple cards:
- Lock cards must be resolved first
- Obstacle cards must be resolved next
- Other cards may be explored freely
Investigators may choose among valid cards once restrictions are cleared.
Clue Cards
Clues drive the investigation and story progression.
Purpose of Clues
Clue cards:
- Reveal story information
- Unlock new objectives
- Direct investigators to new locations
- Modify future events
Without clues, investigators cannot win.
Clue Resolution Rules
When a Clue is revealed:
- Read it aloud
- Place it faceup near the board
- Follow all instructions immediately
Clues remain in play unless stated otherwise.
Clue Numbering System
- Clues are numbered from highest to lowest
- Higher numbers appear earlier
- Clue 1 is always the final clue
The Keeper’s Objective is revealed only after Clue 1 resolves.
Item Cards
Item cards represent tools, weapons, and objects.
Item Card Rules
- Items are gained through exploration or traits
- Items are kept faceup by investigators
- Items may be traded freely using the Trade action
- Items may grant:
- Passive bonuses
- Activated abilities
- Combat advantages
Using Items
- If an item says “Action,” using it consumes your action
- If not, it may be used freely
- Some items are discarded after use
- Others remain until lost, traded, or destroyed
Carrying Limits
There is no hand limit for items unless a card specifies otherwise.
Weapon Cards
Weapons are a subtype of item cards.
Weapon Properties
Weapons list:
- Damage value
- Range (melee or ranged)
- Special combat effects
Some weapons require ammunition or have limited uses.
Unarmed Attacks
If an investigator has no weapon:
- They may still attack if allowed
- Unarmed attacks are weaker and riskier
Spell Cards
Spells provide powerful but dangerous abilities.
Spell Decks
Spells are divided into four decks, each representing different arcane traditions.
- Spell decks are faceup
- When instructed to gain a spell:
- Draw from the specified deck
Casting Spells
Spellcasting often requires:
- A horror test
- Spending skill points
- Accepting unpredictable effects
Spell effects resolve immediately.
Spell Discarding
- Most spells are discarded after use
- Some spells persist until a condition is met
- Discarded spells are returned to their deck
Mythos Cards
Mythos cards represent the larger cosmic forces at work.
Purpose of Mythos Cards
Mythos cards allow the Keeper to:
- Alter the game state
- Trigger supernatural effects
- Modify monsters
- Increase pressure on investigators
Mythos Deck Rules
- Built during Keeper setup
- Only the Keeper may draw or play Mythos cards
- Some Mythos cards:
- Are played immediately
- Remain in play
- Trigger when conditions are met
Unused Mythos cards are returned to the box after the game.
Keeper Action Cards
Keeper Action cards define the Keeper’s tactical options.
Purpose of Keeper Action Cards
These cards allow the Keeper to:
- Trigger traps
- Move or enhance monsters
- Manipulate the board
- Surprise investigators
Playing Keeper Action Cards
- Cards list a threat cost
- Threat must be paid to play the card
- Some cards are discarded after use
- Others remain active
The Keeper may play these cards only during the Keeper Phase, unless stated otherwise.
Objective Cards
Objective cards define how the game ends.
Keeper Objective Cards
- Each story has three possible objectives
- One is selected during setup
- The Objective card:
- Is kept face-down
- Is revealed only when instructed
Objective Resolution
Once revealed:
- Investigators learn how to win
- The Keeper learns how investigators can stop them
- New rules may immediately apply
Objective text overrides all other rules.
Trauma Cards
Trauma cards represent long-term mental damage.
Gaining Trauma
Investigators gain Trauma when:
- Horror exceeds their limit
- A card effect instructs it
Trauma Effects
Trauma cards:
- Permanently modify investigator behavior
- Impose restrictions or compulsions
- May cause investigators to harm themselves or others
Trauma remains until the game ends unless removed by a rare effect.
Lock Cards
Lock cards prevent access to rooms or cards.
Lock Rules
- Lock cards are placed on top of other room cards
- No other cards may be explored until the lock is removed
- Locks are resolved using:
- Puzzle pieces
- Skill tests
- Specific items
Obstacle Cards
Obstacles represent environmental dangers.
Obstacle Rules
Obstacles must be resolved before exploration continues.
They may require:
- Tests
- Damage or horror
- Specific actions
Combat Cards
Combat cards are used to resolve all attacks.
Combat Decks
There are three Combat decks, each representing different outcomes.
Combat is explained in full detail in Part 7.
Event Cards
Event cards control story pacing.
Event Resolution
- Time tokens are placed each round
- When an Event triggers:
- Resolve its text fully
- Discard the card
- Reveal the next Event
Events often escalate danger or force dramatic changes.
Card Visibility Rules
- Investigators may only see:
- Revealed cards
- Their own cards
- The Keeper may not reveal hidden cards early
- Reading card text aloud is required unless stated otherwise
Card Conflicts and Priority
If a card contradicts a rule:
The card always takes precedence.
If two cards conflict:
- Resolve the most recent effect first
Card Summary
Cards in Mansions of Madness:
- Control story progression
- Define victory conditions
- Create unpredictability
- Enforce tension and urgency
Mastery of the game requires understanding when and how cards are revealed and resolved.
Part 6: Attributes, Tests & Status Effects
Investigators in Mansions of Madness are constantly tested—physically, mentally, and emotionally. Nearly every dangerous or uncertain situation requires an attribute test, and failure often results in damage, horror, or lasting conditions.
This section explains exactly how attributes work, how tests are resolved, and how status effects are applied and removed.
Investigator Attributes
Each investigator has four attributes, printed on their selected Trait cards.
Attributes represent a character’s strengths and weaknesses and determine how likely they are to succeed at tests.
The Four Attributes
Each investigator has the following attributes:
- Strength – Physical power, endurance, and close combat
- Agility – Speed, balance, and reflexes
- Observation – Awareness, perception, and investigation
- Will – Mental resilience, sanity, and resistance to fear
Each attribute has a numeric value, usually between 3 and 6.
Attribute Values
- Higher values mean better chances of success
- Attribute values rarely change during the game
- Some effects temporarily modify attributes
If multiple Trait cards modify the same attribute, all modifiers apply unless stated otherwise.
Skill Points
Skill points represent effort, luck, and focused determination.
Gaining Skill Points
Investigators gain skill points:
- During setup (starting amount)
- Through card effects
- Through certain story rewards
Skill points are tracked using tokens.
Using Skill Points
Skill points may be spent to:
- Reroll dice during a test
- Modify puzzle attempts
- Trigger certain card abilities
Each skill point spent allows one reroll of a single die.
Skill points may be spent after rolling, but before the final result is resolved.
Skill Point Limits
- There is no hard limit to skill points unless stated
- Unspent skill points carry over between rounds
Attribute Tests
Attribute tests determine success or failure when attempting risky actions.
When Tests Occur
Attribute tests are required when:
- Exploring dangerous rooms
- Attacking or evading monsters
- Casting spells
- Solving puzzles
- Triggering traps or obstacles
- Resisting horror or mental trauma
The card or rule that triggers the test specifies which attribute to use.
How to Perform an Attribute Test
Follow these steps exactly:
- Identify the required attribute
- Take a number of dice equal to the attribute value
- Roll all dice
- Count the number of successes
- Spend skill points to reroll dice if desired
- Resolve the result
Successes and Failures
- Each die showing a success symbol counts as one success
- Blank or failure symbols do not count
- Some effects modify dice results
The card or rule specifies how many successes are required.
Partial Success
Some tests list multiple outcomes:
- Full success
- Partial success
- Failure
Always resolve the highest applicable result based on the number of successes rolled.
Horror and Damage
Investigators are threatened in two ways: physically and mentally.
Damage (Physical Harm)
Damage represents injuries.
Gaining Damage
Investigators gain damage from:
- Monster attacks
- Fire
- Traps
- Failed physical tests
- Card effects
Each point of damage is tracked with a damage token.
Damage Limits
- Each investigator has a maximum damage threshold
- The threshold is printed on the character card
- If damage equals or exceeds the threshold:
- The investigator is eliminated
Horror (Mental Harm)
Horror represents fear, stress, and mental breakdown.
Gaining Horror
Investigators gain horror from:
- Seeing monsters
- Failing Will tests
- Casting spells
- Traumatic events
- Story effects
Each point of horror is tracked with a horror token.
Horror Limits
- Horror threshold is printed on the character card
- If horror equals or exceeds the threshold:
- The investigator gains a Trauma card
- Horror is reduced to one below the threshold
Trauma cards are explained later in this section.
Trauma Cards
Trauma represents permanent mental scars.
Gaining Trauma
An investigator gains Trauma when:
- Horror reaches or exceeds their horror limit
- A card or effect instructs it
Draw the top Trauma card and resolve it immediately.
Trauma Effects
Trauma cards may:
- Restrict actions
- Force movement
- Alter behavior
- Create new loss conditions
Trauma effects are always active unless the card states otherwise.
Multiple Trauma Cards
Investigators may gain multiple Trauma cards.
- All Trauma effects apply
- Effects stack unless they contradict
Trauma is rarely removed.
Status Effects
Status effects represent temporary or ongoing conditions.
Common Status Effects
Stunned
- A stunned investigator:
- May not take actions
- May still move
- Stun is removed at the end of the investigator’s next turn
Fire
- Fire tokens remain in a space
- Entering a fire space causes 1 damage
- Fire may spread or be extinguished by effects
Darkness
- Darkness restricts exploration
- Investigators in darkness:
- Cannot explore
- May still move and fight
Other Status Effects
Some stories introduce additional conditions. Always follow the text exactly.
Removing Damage, Horror, and Effects
Removing Damage
Damage may be removed by:
- Resting
- Item effects
- Story rewards
Damage may never be removed above the maximum threshold.
Removing Horror
Horror may be removed by:
- Resting
- Card effects
- Rare story events
Horror reduction does not remove Trauma.
Removing Status Effects
Status effects are removed only when:
- A card effect allows it
- A condition is met
- The effect specifies an end time
Death and Elimination
Investigator Elimination
An investigator is eliminated when:
- Damage meets or exceeds the damage limit
- A card effect eliminates them
Effects of Elimination
When an investigator is eliminated:
- Their figure is removed from the board
- Their items are dropped in their space
- They take no further turns
If all investigators are eliminated, the Keeper immediately wins.
Test Timing and Priority
- Tests are resolved immediately when triggered
- Tests interrupt normal turn flow
- Card text overrides standard test rules
If multiple tests are triggered:
- Resolve them in the order they occur
Summary
Attributes and tests define the risk-reward structure of the game:
- Strong attributes reduce danger
- Skill points provide flexibility
- Damage and horror create long-term consequences
- Trauma permanently alters play
Understanding these systems is essential to surviving the investigation.
Part 7: Monsters & Combat
(Complete Rules for Monster Behavior and Fighting)
Monsters are the primary physical threat in Mansions of Madness. They are controlled entirely by the Keeper and act as obstacles, hunters, and tools to advance the Keeper’s objective. Combat is intentionally dangerous, unpredictable, and often costly for investigators.
Monster Overview
Monsters are represented by plastic figures placed on the board. Each monster has:
- A monster figure
- A matching monster token in its base
- One or more special abilities
- Unique combat behavior
Monsters do not take turns of their own. Instead, the Keeper controls them during the Keeper Phase by spending threat.
Monster Types and Bases
Monster figures use different base sizes:
- Small bases – Most monsters
- Medium bases – Cthonians
- Large bases – Shoggoths
Base size has no effect on gameplay beyond fitting the monster token.
Monster Placement
Monsters enter play when:
- Placed during setup
- Spawned by Events
- Revealed by Exploration cards
- Created by Keeper effects
Placement Rules
- Monsters are placed in the specified room or space
- If a room is named, place the monster in any space in that room
- If placement is random, the Keeper draws blindly
- Monsters may be placed in spaces with investigators
If placement is impossible, place the monster in the nearest legal space.
Monster Movement
Monsters move only when the Keeper spends threat.
Moving Monsters
- Each space moved costs 1 threat
- Monsters move orthogonally only
- Monsters may move through:
- Doors
- Spaces occupied by investigators
- Spaces occupied by other monsters
Movement Restrictions
Monsters may not move through:
- Walls
- Sealed doors
Splitting Movement
The Keeper may:
- Move multiple monsters
- Split movement among monsters
- Move the same monster multiple spaces
All movement must occur during the Keeper Phase unless a card states otherwise.
Monster Attacks
Monsters attack investigators by spending threat.
Making a Monster Attack
To attack:
- Choose a monster
- Choose an investigator in the same space
- Spend the listed threat cost
- Resolve combat using the Combat deck
Monsters may attack multiple times per round if threat allows.
Attack Restrictions
- Monsters may only attack investigators in their space
- Monsters cannot attack through walls or doors
- A stunned investigator may still be attacked
Combat Overview
All combat—investigator attacks and monster attacks—is resolved using the Combat decks.
Combat Decks
There are three Combat decks:
- Investigator Attack deck
- Monster Attack deck
- Evasion deck
Each deck contains a mix of:
- Successes
- Failures
- Special effects
Investigator Attacks (Detailed)
Step-by-Step Investigator Attack
- Declare the attack and target monster
- Choose a weapon or unarmed attack
- Draw the required number of Combat cards
- Resolve symbols and effects
- Assign damage or effects to the monster
Drawing Combat Cards
- The weapon determines:
- Which deck to draw from
- How many cards to draw
- Some weapons allow rerolls or extra draws
Resolving Results
Combat cards may show:
- Hits (damage)
- Misses
- Special effects
- Horror effects
Apply all effects immediately.
Dealing Damage to Monsters
- Each monster has a damage threshold
- Damage is tracked using tokens
- When damage equals or exceeds the threshold:
- The monster is defeated
Remove the monster figure from the board.
Monster Attacks (Detailed)
Step-by-Step Monster Attack
- Declare the monster and target
- Draw Combat cards from the Monster Attack deck
- Apply damage and horror
- Resolve any special effects
Monster attacks often deal both damage and horror.
Evasion
Evasion allows investigators to avoid damage.
When Evasion Is Used
Evasion may be used when:
- A weapon or effect allows it
- A card instructs an evasion attempt
Evasion Resolution
- Draw from the Evasion deck
- If successful:
- The attack is avoided
- If failed:
- Resolve the attack normally
Evasion does not remove the monster.
Monster Special Abilities
Many monsters have unique abilities listed on their token.
Examples of Monster Abilities
- Automatically inflict horror
- Restrict movement
- Ignore evasion
- Become stronger over time
- React to clues or events
Monster abilities are always active unless stated otherwise.
Multiple Monsters in a Space
If multiple monsters share a space:
- Each monster is treated independently
- Attacks must target one monster at a time
- Damage does not carry over between monsters
Combat Priority and Timing
- Combat interrupts normal turn flow
- Resolve all combat fully before continuing
- Card effects override combat rules
If multiple effects trigger:
- Resolve them in the order they occurred
Monster Defeat and Aftermath
When a monster is defeated:
- Remove its figure from the board
- Discard any effects tied to that monster
- Resolve any “when defeated” abilities
Some monsters drop items or trigger events when defeated.
Strategic Notes
- Fighting is dangerous and costly
- Avoid unnecessary combat early
- Use evasion and positioning to survive
- Monsters can be delayed without being defeated
Summary
Monsters in Mansions of Madness:
- Are controlled entirely by the Keeper
- Consume threat to act
- Are lethal if ignored
- Serve both narrative and tactical roles
Understanding combat mechanics is essential to surviving the investigation.
Part 8: Map Features & Special Spaces
(Environmental Rules and Interactions)
Map tiles in Mansions of Madness contain more than just rooms and corridors. Many spaces include special features that alter movement, combat, exploration, and story progression. These features are represented by tokens, markers, or printed icons and must be resolved exactly as described.
General Rules for Map Features
- A feature affects only the space it occupies unless stated otherwise
- Features apply to:
- Investigators
- Monsters
- Features remain in play until removed by an effect
- If multiple features exist in one space, resolve all applicable effects
Altars
Altars represent ritual sites or forbidden shrines.
Altar Effects
- Altars may:
- Trigger story effects
- Enable Keeper rituals
- Allow investigators to disrupt objectives
- Altars are often tied to the Keeper’s Objective card
Interacting with Altars
- Investigators may interact with altars only if instructed by a card or clue
- Interaction usually requires:
- A test
- Spending an action
- Solving a puzzle
Altar effects vary by story.
Barriers
Barriers block movement and line of sight.
Barrier Rules
- Barriers:
- Block movement
- Block attacks
- Block exploration beyond them
- Barriers may not be crossed or attacked through
Removing Barriers
Barriers may be removed only if:
- A card effect allows it
- A story objective requires it
Otherwise, barriers are permanent.
Ladders
Ladders connect multiple map levels.
Ladder Movement
- Investigators may move between connected ladder spaces
- Moving via a ladder:
- Costs 1 movement
- Monsters may also use ladders unless restricted
Ladder Restrictions
- Ladder movement ignores normal adjacency
- Ladder spaces must be explicitly connected
Vents
Vents represent crawlspaces or air ducts.
Vent Rules
- Vents connect two or more vent spaces
- Moving through vents:
- Costs 1 movement
- Only figures may move through vents
- Items and tokens remain in the original space
Vent Restrictions
- Some monsters may not use vents
- Vents do not block line of sight
Hiding Spaces
Hiding spaces allow investigators to conceal themselves.
Using a Hiding Space
An investigator may hide by:
- Entering a hiding space
- Spending an action (if required by the story)
Effects of Hiding
While hidden:
- Monsters may not target the investigator
- Some effects cannot affect the investigator
- The investigator may still be discovered
Hiding does not prevent all harm.
Campfires
Campfires provide limited recovery.
Campfire Effects
When resting in a campfire space:
- Investigators may remove:
- 1 damage and
- 1 horror
This benefit replaces the normal rest effect.
Campfire Limits
- Campfires may be used multiple times
- Some stories extinguish campfires
Corpses
Corpses represent fallen characters or creatures.
Corpse Effects
- Corpses may:
- Trigger events
- Provide items
- Cause horror
- Some cards reference corpses directly
Corpses remain until removed by an effect.
Locked Doors
Locked doors restrict access.
Locked Door Rules
- Locked doors:
- Prevent movement
- Prevent exploration beyond them
- Locked doors are associated with Lock cards
Unlocking Doors
To unlock a door:
- Solve the associated lock puzzle
- Or follow a card effect
Once unlocked, remove the lock marker.
Sealed Doors
Sealed doors are permanent barriers.
Sealed Door Rules
- Sealed doors:
- May never be opened
- Block all movement
- Block line of sight
- Sealed doors cannot be removed or bypassed
Darkness
Darkness limits exploration.
Darkness Effects
- Investigators in darkness:
- Cannot explore
- May still move and fight
- Monsters are unaffected by darkness
Darkness may be removed by card effects.
Fire
Fire represents ongoing danger.
Fire Effects
- Entering a fire space causes 1 damage
- Fire remains until extinguished
- Fire may spread if instructed
Room Features (General)
Some rooms include printed icons or markers.
Common Room Features
- Ritual circles
- Machinery
- Bookshelves
- Control panels
These features may:
- Trigger tests
- Allow special actions
- Modify exploration
Always follow card and story instructions.
Multiple Features in One Space
If a space contains multiple features:
- Resolve all effects
- Apply penalties cumulatively
- If effects conflict, resolve the most recent one first
Monster Interaction with Features
- Monsters ignore most hazards unless stated
- Monsters may trigger certain story effects
- Monster abilities override feature restrictions
Feature Removal
Features are removed only when:
- A card instructs it
- A puzzle is solved
- A story condition is met
Do not remove features early.
Summary
Map features:
- Shape player movement
- Control pacing and danger
- Create story-driven challenges
- Enforce tactical decisions
Ignoring environmental rules often leads to mistakes or unintended difficulty changes.
Part 9: Puzzles
(Locks, Runes, Wiring & Resolution Rules)
Puzzles in Mansions of Madness represent physical locks, arcane seals, ritual circles, and malfunctioning devices. They are a core investigative mechanic and often block critical progress. Puzzles introduce time pressure, risk, and uncertainty, forcing investigators to decide when to commit resources and when to walk away.
General Puzzle Rules
All puzzles follow the same core principles.
When Puzzles Occur
Puzzles are triggered when:
- A Lock card is revealed
- A story or objective instructs a puzzle attempt
- An Obstacle card requires puzzle resolution
Puzzle Attempts
- Attempting a puzzle:
- Always costs one action
- Is performed by one investigator
- Other investigators may not assist unless a card allows it
Puzzle Setup
When a puzzle is triggered:
- Take the required puzzle setup tile
- Draw the required number of puzzle pieces face-down
- Place the setup tile faceup
- Keep puzzle pieces hidden until used
Puzzle pieces are never returned to the box during play.
Puzzle Timing
- Puzzle resolution happens immediately
- Puzzle attempts interrupt normal turn flow
- The Keeper may not interfere unless instructed
Skill Points and Puzzles
Skill points may be used during puzzles to:
- Reroll puzzle results
- Modify outcomes
- Reduce penalties
Each skill point affects one element of the puzzle.
Lock Puzzles
Lock puzzles represent mechanical or physical locks.
When Lock Puzzles Are Used
Lock puzzles appear when:
- A Lock card blocks a room
- A locked door must be opened
Lock Puzzle Setup
- Place the lock setup tile
- Draw the required lock puzzle pieces
- Place pieces facedown near the investigator
Solving a Lock Puzzle
To attempt the lock:
- Reveal puzzle pieces as instructed
- Arrange or rotate pieces to match the setup tile
- Roll any required tests
- Apply successes or failures
Lock Puzzle Success
On success:
- Remove the Lock card
- The room becomes fully accessible
- Exploration may continue normally
Lock Puzzle Failure
On failure:
- The lock remains in place
- Apply the listed penalty
- The investigator’s action is spent
Penalties often include damage, horror, or time advancement.
Rune Puzzles
Rune puzzles represent magical seals and arcane symbols.
When Rune Puzzles Are Used
Rune puzzles are triggered by:
- Magical locks
- Ritual circles
- Story-specific seals
Rune Puzzle Setup
- Place the rune setup tile
- Draw rune puzzle pieces
- Place pieces faceup or facedown as instructed
Solving Rune Puzzles
Rune puzzles typically require:
- Matching symbols
- Aligning patterns
- Performing Will or Observation tests
Rune Puzzle Success
On success:
- The magical seal is broken
- Remove the blocking card or feature
- Resolve any follow-up effects
Rune Puzzle Failure
On failure:
- Gain horror
- Trigger supernatural effects
- Possibly spawn monsters
Rune failures are often more dangerous than lock failures.
Wiring Puzzles
Wiring puzzles represent mechanical or electrical systems.
When Wiring Puzzles Are Used
Wiring puzzles appear when:
- Activating machinery
- Disarming traps
- Restoring power
Wiring Puzzle Setup
- Place the wiring setup tile
- Draw wiring puzzle pieces
- Arrange pieces randomly
Solving Wiring Puzzles
Wiring puzzles require:
- Correctly connecting paths
- Avoiding short circuits
- Passing Agility or Observation tests
Wiring Puzzle Success
On success:
- The device activates
- A door opens or effect triggers
- Story progression continues
Wiring Puzzle Failure
On failure:
- Take damage or horror
- Trigger alarms or events
- Possibly lock the system temporarily
Puzzle Difficulty
Puzzle difficulty varies by:
- Story
- Puzzle type
- Keeper choices
Some puzzles become harder after failed attempts.
Multiple Attempts
- Investigators may attempt the same puzzle multiple times
- Each attempt costs an action
- Penalties apply each time
Some puzzles limit the number of attempts.
Puzzle Interaction with Monsters
- Monsters may attack during puzzle attempts
- Being attacked does not cancel a puzzle unless stated
- Some puzzles restrict monster movement
Puzzle Removal and Cleanup
After a puzzle is resolved:
- Remove puzzle pieces from play
- Return setup tiles to storage
- Remove blocking cards or features
Puzzle components are not reused.
Common Puzzle Mistakes
- Attempting puzzles without sufficient skill points
- Ignoring horror consequences
- Wasting time on non-essential puzzles
- Attempting puzzles while under threat
Summary
Puzzles in Mansions of Madness:
- Gate critical progress
- Drain time and resources
- Create narrative tension
- Reward preparation and teamwork
Mastering puzzles is essential to winning the game.
Part 10: Endgame, Objectives & Special Victory Conditions
Every game of Mansions of Madness builds toward a final confrontation between the investigators and the hidden truth controlled by the Keeper. The endgame is triggered by the discovery of the final clue, the resolution of objectives, or the passage of time.
This section explains exactly when the endgame begins, how objectives function once revealed, and all possible ways the game can end.
The Endgame Trigger
The endgame begins when Clue 1 is revealed and resolved.
Resolving Clue 1
When Clue 1 is discovered:
- Read the Clue card aloud
- Resolve all immediate effects
- Follow any instructions on the card
- The Keeper immediately reveals their Objective card
Once the Objective card is revealed, the game enters its final phase.
Objective Cards (Revealed)
The Objective card defines:
- The Keeper’s win condition
- The investigators’ win condition
- Any new rules or restrictions
- Special endgame mechanics
Objective text overrides all other rules.
Types of Objectives
Objectives may require the Keeper to:
- Complete a ritual
- Keep a specific monster alive
- Collect samples or items
- Eliminate investigators
- Allow an Event to resolve
Investigators typically must:
- Stop the ritual
- Destroy a specific object
- Defeat a named monster
- Escape from the board
- Survive until a condition is met
Playing After Objective Reveal
Once the Objective is revealed:
- All players may freely reference it
- New effects may apply immediately
- Certain cards or features may activate
The game continues normally unless the Objective states otherwise.
Investigator Victory
Investigators win when:
- They complete the victory condition listed on the Objective card
- The Keeper is prevented from completing their objective permanently
When investigators win:
- The game ends immediately
- No further actions or events are resolved
Keeper Victory
The Keeper wins when:
- The Keeper’s Objective is completed
- All investigators are eliminated
- A card or event states an immediate Keeper victory
When the Keeper wins, the game ends immediately.
Total Loss Condition (Everyone Loses)
If Event V resolves and:
- The Keeper has not won, and
- The investigators have not won
Then all players lose the game.
This represents the story collapsing into chaos or annihilation.
Timing Conflicts and Priority
Endgame timing is strict.
Immediate Effects
If an objective or card says:
- “Immediately”
- “At once”
- “The game ends”
Then resolve it instantly, interrupting all other actions.
Simultaneous Victory Conditions
If both sides complete their objectives at the same time:
- The Keeper’s victory takes priority
- Unless the Objective card states otherwise
Objective vs Event Resolution
If an Objective is completed:
- The game ends immediately
- Ignore unresolved Event effects
Investigator Elimination During Endgame
- Investigators may still be eliminated during the endgame
- Eliminated investigators:
- Drop their items
- Take no further turns
- Remaining investigators continue if possible
Special Endgame Rules
Some objectives introduce:
- Turn limits
- Restricted movement
- Modified combat rules
- New puzzle mechanics
Always follow Objective text exactly.
Common Endgame Mistakes
- Forgetting Event V loss condition
- Ignoring new rules on Objective reveal
- Continuing play after a win condition
- Misapplying simultaneous effects
Final Rule Authority
In all cases:
- Objective card text overrides all rules
- Card text overrides rule text
- Rule text overrides assumptions
Campaign & Replay Notes (Optional)
- Different objectives radically change difficulty
- Some objectives favor speed, others caution
- Keeper bluffing remains important until the end
Complete Game Summary
To win Mansions of Madness:
- Investigators must:
- Explore
- Discover clues
- Survive long enough to stop the Keeper
- The Keeper must:
- Control time and threat
- Exploit investigator mistakes
- Complete their hidden objective
The game rewards planning, cooperation, and narrative immersion.






