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Dont Go In There

How Brave Are You?
On your turn, place a meeple into one of the creepy rooms.
Going further into the haunted house can get you 1st choice of the cards, but you risk getting haunted by more ghosts.
Or you can hang back in the light where you're safer from ghosts, but then you might get stuck with the most horrible cursed card.
At game-end, the player with the most ghost tokens suffers a big penalty. So, carefully choose opportunistic times to venture deeper into the house. Be brave, but not stupid!
Glow-in-the-Dark Dice
When 3 meeples enter a room, drop the glow-in-the-dark Ghost Dice into the Dice Tower. The player who risked going the furthest into the room will have to take the most Ghost Tokens.





