Haunt the House: Darker Corners
BGG rating
7.3

Expansion for Haunt the House

Haunt the House: Darker Corners

2018

Rules assistance for Haunt the House: Darker Corners

Plain-language explanations of turns, card effects and disputed situations, with official source references and saved question history.

  • 2–5 players
  • 30–40 min
  • 8+
  • Complexity 3.0/5

Rules assistant for Haunt the House: Darker Corners

What would you like to know?

Answers come from the official rulebook, with the page to check.

Haunt the House: Darker Corners is an expansion for Haunt the House released in 2018 for 2–5 players, 30–40 minutes per game, and ages 8 and up. It was designed by Josh Cappel and Helaina Cappel and its main mechanics are Hand Management, Set Collection, and Push Your Luck.

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About the game

👻 THE DARK CORNERS EXPANSION Expansion for Haunt the House OVERVIEW You thought your haunted mansion was eerie before… but now it’s time to explore The Dark Corners! This chilling expansion adds new Rooms, Phantoms, Scare Cards, and Ghost Hunters, each designed to twist the familiar rules in devilishly clever ways. Step into tougher chambers, encounter professionals who don’t spook easily, and wield Courage cards that can turn fear itself into a weapon! NEW ROOMS – THE DARKER CORNERS The four new Rooms—Armoury, Master Bedroom, Stables, and Greenhouse—each bring their own unique powers and sinister twists. When adding these Rooms to your Room deck, note their two new special features: 1. Extra Scare Requirement Each Darker Corner Room shows a “+ Scare” symbol on its stone wall. → The Ghost Hunter in this Room needs one additional Scare—of the type indicated— to be frightened out. These Rooms are more challenging—and more rewarding! 2. Bad Boo Bonus Each Darker Corner Room also displays a Skull symbol with a “Bad Boo +” icon. → When this Room first enters play, place 1 Skull token on it. → Every time a Bad Boo happens in that Room, add another Skull token. When the Ghost Hunter is finally frightened out, the player who scared them away collects all Skull tokens from that Room! Room Powers: Armoury – Take one of your played Phantoms back into your hand. Master Bedroom – Choose a player; that player may not yell BOO! on their next turn. Stables – Remove one of your own Ghost Hunters from the game, then draw one randomly from the deck to replace it. Greenhouse – Reveal Scares from your deck until you reveal the second copy of any Scare type. Take all revealed cards into your hand. NEW SCARE CARDS – COURAGE CARDS Sixteen special Scare cards—four per player (one of each Scare type)—introduce a bold new twist to the game. Each player shuffles their four Courage Cards into their personal deck. Courage cards may only be played invisibly (facedown). During a BOO!: 1. Resolve rewards from revealed invisible Scares as normal. 2. Then, for each revealed Courage card, remove one matching Scare of the same type from that Room. 3. That Courage card is then removed from the game. Because Courage cards remove Scares of the matching type, they can even cause what would have been a successful BOO to fail—turning it into a Bad BOO! So evil! Use your courage wisely—it may backfire! These cards add a whole new layer of uncertainty, sabotage, and suspense to every BOO. NEW PHANTOMS – THE DARKER SPIRITS Eight powerful new Phantoms (two copies of each) add chaos and cunning to your ghostly arsenal. Possessing – Choose a player; take one of their played Phantoms into your hand, then place this card in front of them as if they had played it. Wild – Play when resolving a BOO! This Phantom counts as any one Scare of your choice. Terrifying – Remove one Room’s Ghost Hunter from the game. Discard all Scares from that Room, then draw a fresh Ghost Hunter to replace it. Wandering – Trigger the power of any currently active Room as though you had just played a visible Scare there. Each of these Phantoms brings a fiendish new way to haunt your rivals! NEW GHOST HUNTERS – THE PROFESSIONALS Meet The Pros—elite Ghost Hunters who laugh in the face of danger (and your ectoplasmic shrieks). Calm, Cool, and Unflappable: These experts require more Scares than standard Ghost Hunters to be frightened out. Big Rewards: Each is worth 5 Skulls. Phantom Magnets: When a Professional enters a Room, draw a random Phantom and place it facedown in that Room. Bad Boo Magnetism: Whenever a Bad Boo happens in a Room with a Professional, add another random Phantom facedown to that Room. Spiritual Payoff: Whoever finally frightens out the Professional collects the Ghost Hunter card and all Phantoms from that Room. Imagine running into a Professional in a Darker Corners Room… a truly hair-raising combination! The Dark Corners Expansion transforms Haunt the House into a more dynamic, unpredictable, and strategic haunt-fest. Between Courage cards, riskier Rooms, and Professionals who refuse to blink, you’ll need all your spectral wits about you to claim the title of Champion Spookster. So grab your lanterns, shuffle your decks, and step into the shadows. The mansion just got darker. The ghosts just got smarter. And you… just got a whole lot braver.

Questions and answers

Haunt the House: Darker Corners supports 2–5 players according to the catalogue. This range comes from the publisher’s listed player count, so the game can be set up for any group size within it. Some setups, rules and scoring details may still vary by player count, so check your edition’s rulebook for the exact configuration.