Description: *** Will offer combined shipping on multiple wins ****** This will normally give a reasonable UK postage discount *** Nightmare House, Horror, Ares #15, 200 counters + 4 maps + Rules ConditionNew, This is a remake of a classic stand alone game, from SPI Ares magazine200 - 1/2" square double sided counters, 1.5mm thick15 x pages of rules printed4 x A3 map printed on heavy 170gms silk paper (complete map size approx 830 x 584mm / 32.6 x 23 inches)Note 1: Some minor resizing of the maps to fit them on A3 sheetsNote 2: All A3 maps will be delivered folded THE GAMENIGHTMARE HOUSE is a two to five player game of ghost hunting and exorcism. One player (the House) takes the role of the evil Entity that has spun its web of power over the Darkholm Manor. The other players (called the Hunters) each represent a ghost hunter who has entered the house one dark night to confront and banish its evil. The battle against the House takes place on two planes. On the Astral Plane, the Hunters try to reach and exorcise the Entity hidden in the heart of darkness of the House.The Hunters must advance along the 12 Axes of Power, weakening the House and destroying its web of evil by exorcising the Entity’s power from individual rooms in the Manor. The House tries to trap the Hunter’s Psyches and cast their Astral Bodies adrift on this plane. On the Material Plane, the physical manifestation of the House, the Hunters search for discoveries to help them on the Astral Plane, as the House materializes Physical and Psychic Haunts against them through its Foci of Evil. The House tries to take possession of the Hunter’s physical bodies, destroy them and absorb their souls. The Hunters use various tools and strengths to defend themselves against Haunts. INTRODUCTIONDarkholm Manor — the name strikes fear in the hearts of those steeped in the occult. Something walks inside the house, something... evil. ..something. ..unspeakable. Located on a windy bluff overlooking Wisconsin's swank summer resort, Lake Berne, the Manor stands in eerie isolation, strangely preserved, strangely beckoning. Few who have entered it have survived, and of those survivors, none has ever been quite the same. Built in the mid-1800’s as the retirement home of a Yankee sea captain, the house was the fruit of a fortune made in the mysterious East. According to Indian folktales, the site was ‘‘ha’nted,’’ a place of evil. The locals are said to have warned the builder of this fact. The Yankee sea captain is said to have laughed. His name was Josiah Darkholm and that name is still a curse in some parts of rural Wisconsin. Legend says that Darkholm learned things in the East that were better left unknown, things that al-lowed him to bind the forces of that placeto his will and to his house. Perhaps. Or perhaps such stories were just the envious talk of his commercial rivals who watched the Darkholm empire prosper while their own businesses fell into ruin through a series of bizarre calamities. Whatever the truth may be, to those who lived in the shadow of the house, Josiah Darkholm was a monster and a father of monsters, a man whose arrogance and coarseness of appetite made him both shunned and hated. Some say his spirit haunts the house still, chained there by the very forces he sought to invoke and which one moonless night led him to hang himself in his study. Others say the evil is something unloosed by his son, Alistair Darkholm, who devoted his life to the black arts and who was found slashed to death one bright morning, the razor that had inflicted the death wound still clutched in his hand. Still others say that the evil is the legacy of Alistair’s misbegotten daughter, the evil Lilith, a coldly beautiful woman, who married seven wealthy men all of whom died mysteriously following bizarre, secret ceremonies in the Manor’s deconsecrated chapel. Perhaps it was one of those ceremonies that killed her, the last of the Darkholms to live in the house. When they opened the chapel, Lilith’s face was frozen in a mask of horror and her hand still clutched the ceremonial dagger she had driven into her fair breast. Upon her death, her seven children were taken from the Manor...six of them never to return for they all died mysteriously within a year. Only the youngest child, Kate, is believed to have escaped the family curse. With the removal of the Darkholm children to a healthier environment, the house appeared to wither and moulder. But its evil remained potent...restive. Small children seemed drawn to it like moths to a flame. Those who entered, on a dare or a lark were likely to lose or alter their young lives in a variety of unpleasant ways. Attempts by the family solicitors to break the chain of evil events surrounding the Manor by selling it into other non-Darkholm hands, met with failure. Potential buyers always seemed to have fatal accidents shortly after visiting the house. Finally, by popular demand, the windows of the dangerous old ruin’s lower stories were bricked up and it was more or less permanently sealed. By these steps, potential victims were kept out of the house. But the evil was not kept in. Its restless menace still broods over the town threatening ... promising ... watching... waiting ...
Price: 19.5 GBP
Location: Swindon, Wiltshire
End Time: 2024-08-25T20:19:44.000Z
Shipping Cost: 14.77 GBP
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Item Specifics
Returns Accepted: ReturnsNotAccepted
Brand: Unbranded
Features: Boardgame, Board Game, Horror, Hex and Counter
Age Level: 8-11 Years, 12-16 Years, 17 Years & Up
Country/Region of Manufacture: United Kingdom