Skip to content

Loading your campaignโ€ฆ

How to play

A turn

  1. 1. The numbered squares beside you are live. Play a match.

  2. 2. Mark what you did. Anything left unmarked is a miss.

  3. 3. Walk your green ground for free, then play again.

Get out

  • GeneratorClaim it to repair it. Repair enough and the exit gates light up.

  • Exit gateClaim a lit gate to escape.

  • HatchA second way out, opened with a key from a chest. Miss it and the killer closes it for good.

  • ChestHolds a map, a key, a medkit or a flashlight.

Watch out

  • KillerMoves after matches, each killer at its own pace, and the squares next to it ask for their hard challenge. Miss anything while it's on or next to your square and you're punished.

  • BlockedA square you missed sits out a match, one more each time you miss it, and asks for something new.

  • DreadMost claims stir the squares around them. At 2 a square asks for its hard challenge, and at 3 it seals.

  • LivesYou have 3 lives, and a failed chase or a punishment can cost one. Lose all 3 and the run is over.

  • Hex totemMakes the squares around it harder when you find it. Cleanse it to ease them.

  • Boon totemLight it to ease the squares around it.

All the rules

Moving

  • Reach. Only the squares beside you are live. Claiming one leaves you where you stand, so walk your own ground, for free, to reach what's next.
  • Routes. Tap a square you can't claim yet to plan a route there. The line marks each claim with the match you'd make it in: M1 is the next match.
  • Sitting out. When everything beside you is blocked, sit out a match and the blocks wear off.
  • No moves. If every square you could play is sealed or locked, the run is over. An exit stays locked until the generators are done, and the hatch until you have a key.
  • Chases. A match that ends with the killer on your square starts a chase, and your next match has to be an escape. Make it out and the killer wanders off. Get caught and you lose a life, then it wanders off.
  • Endgame Collapse. In later chapters, lighting the gates gives you 4 matches to escape.

Items

  • Map. Lifts the fog two squares around the chest.
  • Key. Opens the hatch.
  • Medkit. Wins back a life you lost.
  • Flashlight. Sends the killer to the far side of the map when it's within two squares of you.

Dice

  • Chests. A chest rolls a die for what's inside: 1 is empty, 2 or 3 a map, 4 or 5 a flashlight and 6 a medkit. The chest with the hatch key always holds the key.
  • Challenges. Each live square rolls once for its challenge. A 6 asks one step less and a 1 one step more. A square dealt a new challenge rolls again.
  • Weekly maps have dice from the week of 5 October.

Killers

  • The Stalker. Takes one step toward you after every match.
  • The Shape. Moves every other match at first, every match once 40% of the generators are done, and two squares a match once 80% are.
  • The Nurse. Blinks three squares toward you, then rests for a match.
  • The Wraith. Cloaked: you only see it when it's next to you, and the squares near it never get harder.

Punishments

  • Each map has one. It lands when you miss anything, or play nothing, with the killer on your square or next to it.
  • Lose a life. Each miss with the killer on you costs a life.
  • Generator kicked. Your latest generator is undone and has to be repaired again. With none yet, or the gates powered, you lose a life instead.
  • Dragged back. You lose the last square you claimed that isn't a generator, and it comes back harder. Never ends the run.
  • Escalates with the run. Early on, missed squares are blocked for two matches. Mid-run, a generator is kicked. Once the gates are powered, two lives at once.

Perks

  • Milestones unlock perks, and they never reset. Equip them before you start a map.
  • Plunderer's Instinct. Start every map carrying a medkit. To unlock: open 3 chests.
  • Kindred. See two squares deep through the fog instead of one. To unlock: claim 40 squares.
  • Small Game. Hex totems are marked on the map before you find them. To unlock: cleanse 3 hex totems.
  • Deliverance. The first punishment on each map is let off with a warning. A failed chase still costs a life. To unlock: escape a map without losing a life.
  • Prove Thyself. The first generator on each map counts as two. To unlock: repair 15 generators.

Report a bug

We attach the page youโ€™re on and any recent console errors.