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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.

Get out

  • GeneratorClaim it to repair it. Repair every generator and the exit gates light up, and you win back a life you lost.

  • 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.

  • ChestOne chest holds the hatch key. The others roll for a map, a flashlight or a medkit, and a 1 finds nothing.

Watch out

  • KillerMoves after every match at its own pace: the squares on and next to it ask for their hard challenge (not the Wraith's), and you can't walk across them. Miss anything while it's on or next to your square and you're punished.

  • 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 costs one, and some punishments cost one or two. Lose them all 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.
  • In the way. You can't walk onto or across ground on or next to a killer you can see. A cloaked Wraith blocks nothing: it finds you. You can always walk off your own square, and if the killer 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 done, and the hatch until you have a key.
  • Chases. A match that ends with the killer on your square starts a chase: your next match has to be an escape, and it isn't counted. Get caught and you lose a life. Either way, the killer then goes to the square farthest from you, except the Stalker.
  • Adrenaline. Powering the exit gates wins back a life you lost.
  • Endgame Collapse. On some maps, lighting the gates gives you 4 more matches, 6 on the biggest maps. If you haven't escaped by then, the run is over.

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. 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.
  • Weekly maps have dice from the week of 5 October.

Killers

  • The Stalker. Takes one step toward you after every match. Relentless: after a chase or a flashlight it backs off only two squares.
  • 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. Stops on a repaired generator and kicks it back.
  • The Nurse. Blinks three squares toward you, then rests for a match.
  • The Wraith. Cloaked: you only see it when it finds you, though you hear it within two squares. It has no terror radius, so only dread makes the squares around it hard.
  • Weekly maps have each killer's trait, walking blocked beside the killer, 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 killer 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 killer is on you costs a life.
  • Generator kicked. Your latest generator is undone and comes back harder. 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. Until 40% of the generators are done, missed squares are blocked for at least two matches and get harder. From 40%, your latest generator is kicked. Once the gates are powered, 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 escape 3 different maps.
  • 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.

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