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Don't Go In There

Reference: R2I-DGT

Embark on a thrilling journey through a terrifying haunted house in the “Don't Go In There” board game expansion. Face curses and ghosts, and unravel the mysteries that lie within.

  • English
  • From 14 years old
  • 30mn to 1h
  • 2 to 5 players

24,95€

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  • Description
  • Technical sheet

Don't Go In There

Description

You play as curious children exploring a scary haunted house.

You knew you weren’t supposed to touch anything, but like any hero in a horror story, your curiosity got the better of you, and you’ve just inadvertently awakened an evil presence haunting the house. You’ll have to lift the curse to escape without losing your mind—or risk being haunted forever!

Don’t Go In There is an easy-to-learn game that combines “tempting fate” with “targeted destruction.” Decide how much risk to take as you venture deeper into the haunted house. Will you choose an item first and risk attracting ghosts, or would you rather play it safe? Collect the right items, and you’ll be able to lift some of your curses.

On your turn, choose a section of the haunted house to explore by placing a token in one of the 3 rooms. Each room has a row of 4 spaces. The deeper you go into a room, the better your chances of getting the cursed card you want—but be careful! The farther you go, the more the ghosts will haunt you.

When three tokens have been placed in a room, the “ghost” dice are rolled, and players receive “ghost” tokens—but they can cancel these ghosts if they stay toward the back of the row. Next, players take cards from the room in the order corresponding to how far each has ventured into it.

At the end of the game, the player with the most “ghost” tokens is possessed and receives additional curses. The player with the fewest curses wins the game!

Contents

  • 6 glow-in-the-dark dice
  • 96 cards
  • 5 player aid screens
  • 3 room mats
  • 25 custom meeples
  • 28 ghost tokens
  • 1 rulebook

Technical sheet

Description

You play as curious children exploring a scary haunted house.

You knew you weren’t supposed to touch anything, but like any hero in a horror story, your curiosity got the better of you, and you’ve just inadvertently awakened an evil presence haunting the house. You’ll have to lift the curse to escape without losing your mind—or risk being haunted forever!

Don’t Go In There is an easy-to-learn game that combines “tempting fate” with “targeted destruction.” Decide how much risk to take as you venture deeper into the haunted house. Will you choose an item first and risk attracting ghosts, or would you rather play it safe? Collect the right items, and you’ll be able to lift some of your curses.

On your turn, choose a section of the haunted house to explore by placing a token in one of the 3 rooms. Each room has a row of 4 spaces. The deeper you go into a room, the better your chances of getting the cursed card you want—but be careful! The farther you go, the more the ghosts will haunt you.

When three tokens have been placed in a room, the “ghost” dice are rolled, and players receive “ghost” tokens—but they can cancel these ghosts if they stay toward the back of the row. Next, players take cards from the room in the order corresponding to how far each has ventured into it.

At the end of the game, the player with the most “ghost” tokens is possessed and receives additional curses. The player with the fewest curses wins the game!

Contents

  • 6 glow-in-the-dark dice
  • 96 cards
  • 5 player aid screens
  • 3 room mats
  • 25 custom meeples
  • 28 ghost tokens
  • 1 rulebook

Technical sheet

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