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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.

Win the trial

  • GeneratorClaim it to destroy it. Destroy every generator and the exit gates open to you, and you win back a life you lost.

  • Exit gateClaim an open gate to finish the trial.

  • HatchA second way to finish: take the survivors' key from a chest and the hatch is yours to close. Miss it and the last survivor slips out for good.

  • ChestOne chest holds the stolen key. The others roll for a clear reagent, a hatchet or a ward, and a 1 finds nothing.

Watch out

  • ObsessionA survivor who comes at you after every match at their own pace: the squares on and next to them ask for their hard challenge (not the Ambusher's), and you can't walk across them. Miss anything while they're on or next to your square and they make you pay.

  • BlockedA missed square is blocked for a match, one more each time you miss it, and dealt a new challenge. Exit gates keep theirs, and a missed hatch closes.

  • 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: a failed chase ends in a pallet stun and costs one, and some punishments cost one or two. Lose them all and the run is over.

  • Boon totemA survivor's boon: makes the squares around it harder when you find it. Snuff it to ease them.

  • Hex totemYour own: light 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.
  • In the way. You can't walk onto or across ground on or next to an Obsession you can see. An Ambusher out of sight blocks nothing: they find you. You can always walk off your own square, and if the Obsession cuts you off from everything you could play, you sit out a match.
  • 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 nothing you can reach is playable but something is only blocked, you sit out a match: no punishment, and every block drops by one.
  • No moves. The run is over when every square you could play is sealed or locked, or as soon as dread has sealed every way out. An exit stays locked until the generators are destroyed, and the hatch until you hold the survivors' key.
  • Chases. A match that ends with the Obsession on your square starts a chase: your next match has to hook them, as each Obsession asks, and it isn't counted. Your Obsession is the survivor your perk marks, or with no such perk, one you pick as the trial starts. Fail and they stun you, costing a life. Either way, the Obsession then goes to the square farthest from you, except the Bully.
  • Adrenaline. Destroying the last generator wins back a life you lost.
  • Endgame Collapse. On some maps, destroying every generator gives you 4 more matches, 6 on the biggest maps. If you haven't finished by then, the run is over.

Items

  • Clear reagent. An offering that lifts the fog two squares around the chest.
  • Stolen key. The survivors' way out: take it and the hatch is yours to close.
  • Ward. An offering that wins back a life you lost.
  • Hatchet. Sends the Obsession limping to the far side of the map when they're within two squares of you.

Dice

  • Chests. A chest rolls a die for what's inside: 1 is empty, 2 or 3 a clear reagent, 4 or 5 a hatchet and 6 a ward. The chest with the survivors' key always holds the key.
  • Challenges. A live square whose challenge asks for a count rolls once for it. A 6 asks one step less and a 1 one step more. Hover the die to see what each roll asks. A square dealt a new challenge rolls again.

Obsessions

  • The Bully. Comes one step closer after every match. Relentless: after a chase or a hatchet they back off only two squares.
  • The Gen Rusher. Moves every other match at first, every match once 40% of the generators are destroyed, and two squares a match once 80% are. Stops on a destroyed generator and repairs it.
  • The Looper. Sprints three squares toward you, then is exhausted for a match.
  • The Ambusher. Waits in the fog: you only see them when they find you, though you hear them within two squares. Only dread makes the squares around them hard.
  • Weekly maps have each Obsession's trait, walking blocked beside the Obsession, adrenaline and the longer Collapse on the biggest maps from the week of 5 October.

Punishments

  • Each map has one. It lands once per match when you miss anything or play nothing with the Obsession on or next to your square as the match starts. A match you sit out is safe.
  • Lose a life. A match with a miss while the Obsession is on you ends in a pallet stun and costs a life.
  • Generator repaired. The Obsession repairs the last generator you destroyed, and it comes back harder. With none yet, or the gates open, you lose a life instead.
  • Bodyblocked. The Obsession bodyblocks you off the last square you claimed that isn't a generator, and it comes back harder. Never ends the run.
  • Escalates with the run. Until 40% of the generators are destroyed, missed squares are blocked for at least two matches and get harder. From 40%, the Obsession repairs the last one you destroyed. Once the gates are open, two lives at once.

Perks

  • Milestones unlock perks, and they never reset. Equip up to 2 before you start a map, or 3 once you finish 3 different maps.
  • Brutal Strength. Start every map carrying a ward. To unlock: open 3 chests.
  • Lethal Pursuer. See two squares deep through the fog instead of one. To unlock: claim 40 squares.
  • Shattered Hope. Boon totems are marked on the map before you find them. To unlock: snuff 3 boon totems.
  • Spirit Fury. The first punishment on each map is let off with a warning. A failed chase still costs a life. To unlock: finish a map without losing a life.
  • Pop Goes the Weasel. The first generator you destroy on each map counts as two. To unlock: destroy 15 generators.

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