recursal/Fanatic-Fandom huggingface dataset:
Frog-Leg Stew (Traitor)

Frog Leg Stew is Haunt 3. **This page is for the Traitor.**

> *"From the shadows, a voice entices you. “You’ll help me, won’t you, my plump little goose? Nasty people all over my house, and they’ve stolen my darling book, too! Help me punish them, my sweetling! There’s a good little poppet!”*
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## Right Now

* Your explorer is still in the game but has turned traitor.
* Set aside a small red monster token to represent the Cat. Also set aside 4 small orange monster tokens (representing Frogs)
* Put the large circular Witch token in the Entrance Hall.
* Put one pentagonal item token (representing a Root) in each of the Conservatory, the Larder, and the Kitchen, either now or when each room is discovered. (Don’t announce which undiscovered rooms will get Root tokens.) You can’t pick up Root tokens.

## What You Know About the Heroes

They have the Witch’s spellbook (the Book card). You should get it from them, especially since the heroes might use it to overcome the Witch’s invulnerability.

## You Win When...

…all the heroes are either dead or turned into Frogs.

## You Must Do This During Your Turn

When the first explorer is turned into a Frog, put the Cat token in the room where the haunt was revealed. It moves on the next monster turn toward the nearest Frog.

If the Cat is in the same room with a Frog and defeats it with a Might attack, it eats the Frog (killing that hero). The Cat ignores Frogs that are being carried.

## The Witch's Spells

The Witch can cast one of these spells on each monster turn. If you manage to take the Book from the heroes, you may also cast either of the first two spells on each of your turns.

* **Skin of Frog**: The Witch can cast this spell on any hero in the same room. The Witch and that hero both make Sanity rolls. If the Witch gets a higher result than the hero, that hero turns into a Frog; he or she drops all items. Remove the hero’s figure from the room and replace it with a Frog token. The hero’s Might and Knowledge are reduced to their lowest numbers above the skull symbol. A Frog can’t attack, draw cards, or discover rooms. Another explorer who isn’t a Frog can pick up and carry a Frog like an item. (Frogs can’t do anything while being carried.) Neither you nor the Witch can attack a Frog— she wants her pet to have a nice snack.
* **Breath of Dragon**: The Witch can cast this spell on any explorer within her line of sight (an uninterrupted straight line of doors) or in the same room. It inflicts 2 dice of physical damage, which cannot be resisted or reduced.
* **Wings of Raven**: The Witch can cast this spell to move herself to any room in the house. (Choose a room and put the Witch token there.) She can cast this spell on you instead, if she’s in the same room.

## Special Attack Rules

The Witch is currently invulnerable: She can’t be attacked. She can’t attack normally, either, but she can cast one spell each turn. She cannot pick up any items.

## If You Win...

> *“One little froggy, two little froggies . . . go on, my poppet, feed your bad froggy friends to the nice kitty-witty. There’s my precious gosling!”*
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A Friend for the Ages (Heroes)

A Friend for the Ages is Haunt 19. **This page is for the Heroes.**

> *"You have long heard that this house is the home of an ancient evil force. The gallery is lined with many antique paintings, beautifully framed but now collecting dust. As you gaze at the works of art, your eye falls upon one that looks strangely familiar. You see the face of one of your friends, but marred by age and mortal wounds. Beneath the painting is a dusty placard reading: “To a friend for the ages. May death itself refuse you while this ward endures.”*
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## Right Now

* Take a number of pentagonal item tokens (representing cans of Paint) equal to the number of heroes + 2.
* Also set aside a number of triangular Knowledge Roll tokens equal to the number of heroes.
* Place the Paint tokens in the following rooms: Attic, Abandoned Room, Collapsed Room, Patio, Statuary Corridor, Storeroom, and Wine Cellar. Place one Paint token in each room. If there are more rooms in play than you have Paint tokens, place the tokens in the rooms farthest from any explorer. If you have more Paint tokens than there are suitable rooms in play, set the extra tokens aside. Each time an eligible room is discovered, put a Paint token in it.

## What You Know About the Bad Guys

The traitor is protected by a mystical portrait, which absorbs all his or her ills and infirmities. He or she is trying to protect it at all costs.

## You Win When...

…you break the portrait’s spell by repainting it, or the traitor is dead.

## How to Repaint the Portrait

* Paint tokens can be picked up, dropped, traded, and stolen like regular items, but cannot be carried by the Dog. Each explorer can carry only one Paint token at a time.
* If you are in the Gallery and carrying a Paint token, you can attempt a Knowledge roll of 4+ on your turn to repaint the portrait. If this roll is successful, discard the Paint token and place 1 Knowledge Roll token in the room. A hero cannot do this more than once per turn.
* When you have placed a number of Knowledge roll tokens in the Gallery equal to the number of heroes when the haunt began, the spell is broken.

## Special Attack Rules

The traitor cannot be harmed by normal means. If you defeat the traitor in physical combat by 2 or more, you can steal an item from him or her. (See “Special Attacks” on page 13 of the rulebook.)

**Exception:** When a hero wearing the Amulet of the Ages defeats the traitor in combat, the traitor’s traits take damage as normal.

## If You Win

> *As you make the last stroke, you feel the painting finally yield to your brush and give up the power it contains. Your traitorous companion staggers, hair growing long and white, face wrinkling, until the ancient body simply falls apart. In a moment, nothing remains but a pile of dust. But as you look at the new portrait before you, you wonder . . . where have you seen that face before?*
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Balloony

**Balloony** is a male contestant in Battle for Dream Island: Moon Mix. He is currently competing as a member of Unwarranted Product Placement.

## Coverage

#### What is that?!

Balloony is seen with Shopping Cart, looking after Lollipop inside them. They team up and go to find more members. Despite being able to team up with Camera, he says that finding teammates is difficult. Camera suggests he's just bad at it, which Balloony doesn't deny considering Leafy chose his team in BFB. Lollipop then wakes up, with Balloony hugging her and explaining what's going on. After teaming up with Liy to find out more about the host, he celebrates that his team now has seven members. He criticises Lollipop for accidentally making the name "Unwarranted Product Placement", saying Four isn't here when she says she prefers it over it being uncomprehensible by Four. Slightly annoyed after Liy and Camera knock Lollipop out, he puts her in Shopping Cart again with 9-Ball. He pushes SC, carrying the rest of the team, before coming to a halt when Liy tells them to stop. Naily falls backwards, popping Balloony.

#### JESUS FUCKING CHRIST

Balloony, still dead from last episode, is recovered once Studious Blues find a coffin with him inside. He returns to Unwarranted Product Placement, only to hear from the others that Weird-Ass Cat is going to do something horrible to Lollipop. Balloony is determined to find a coffin to keep the team from suffering the same fate, taking the shovel. He digs, leading the team, and manages to find one coffin. This saves them from Weird-Ass Cat's punishment, but it's still the least amount of coffins found by the teams, so his team is up for elimination.

#### Insectophobe's Nightmare 🐈

Balloony appears at the elimination, wanting to get it over with. He is the second one safe, much to his happiness considering his BFB elimination. Since his comment to why he should be saved is "if you eliminate Balloony I will kill you", he instead focuses on Lollipop's, happy to hear not everyone hates her. During the challenge, he is unsurprised as it's dangerous, saying hosts rarely care about their contestants. Naily thinks it will be easy, but reminds her about the acid, but when Liy asks her to stab the bugs he assumes no one's listening to him. He also tells Naily is two weeks instead of one but is cut off. Upon seeing Naily about to kick 9-Ball, he tells her not to do it, but it happens anyway. This works to the team's advantage as it kills all the bugs they need to, and Balloony and Shopping Cart start to relax before being interrupted with 9-Ball asking for help out of the bugs.
Zoe Ingstrom

Zoe Ingstrom is one of the personalities on the Yellow explorer card. She is the designated Traitor for Haunt 46 due to her hobby of Cooking. Her other hobbies include Astrology and Baseball.

 Biography

## Physical description

### Weight

49 lbs

Zoe likes to play in her room with her dolls. Each doll has its own name, family, history, pets, and everything else a doll needs to be happy. Zoe helps her dolls play out little dramas, mostly happy ones, but sometimes the dolls get mad at each other and hit. Not that Daddies would ever hit Mommies. That doesn’t happen. Leastways, you’re not supposed to talk about it when it does. So, Zoe plays with her dolls.

Flash is Zoe's cousin, but she doesn’t know him real well. Zoe's mom goes to Madame Zostra for tarot card readings. Zoe likes playing with her dolls under the table there. Zoe's family sometimes goes camping with Brandon‘s family. But Zoe doesn’t like it, so she mostly stays in the tent and plays with her dolls. Zoe's greatest fear is of the boogeyman... whoever he is.
Professor Longfellow

Professor Josiah Longfellow is one of the personalities on the White explorer card. He is the designated Traitor for Haunt 77 due to his hobby of Gaelic Music. His other hobbies include Drama and Fine Wines.

 Biography

## Physical description

### Weight

153 lbs

Professor Josiah Longfellow is very proud of his aristocratic roots. His family used to have money... at least until his father lost it all on gambling and alcohol. The professor still lives with his aging mother in the rundown Victorian that used to be the finest house in town. His father disappeared one day. Ran out. His mother has a rather large life insurance policy policy but of course, he doesn’t want to collect on it anytime soon, no matter how nice the money would be.

Professor Longfellow knows Ox, Flash and Heather from the university. Brandon is his paper boy, Peter mows the yard and takes care of other petty chores around the house. The Professor's greatest fear is that he will lose everything he has, proving to everyone that he’s no better than his deadbeat father.
Yet Another Mini Show

***Yet Another Mini Show***, abbreviated to ***YAMS***, is a spin-off season of *Yet Another Gameshow*, first released on February 21, 2021 on the official YAG Twitter account. The challenges are suggested by fans.

This season is canon to the story of YAG.

## Contestants

*Main article: List of Yet Another Mini Show contestants*
* ? Block
* Airhorn
* Bubblegum
* Cryogen
* Discord Message
* File
* Kirby Mass Attack
* Microphone
* Random-Access Memory
* Scissory
* Sharpener
* Toonie

## Episodes

*Main article: List of Yet Another Mini Show episodes*

1. "Yeeting Contest"
2. "Flying to Mars"
3. ”Mine One Diamond”
4. ”Get Back Down From Mars”
5. “EAT Bugs. Or Rather, After The Catching Bugs Challenge, They Can Eat The Bugs for Extra Points”
6. "Steal The Mona Lisa"
7. "Bake a Cake"
8. "."
9. "Find Red Coins"
10. "Make A Beautiful Art"
11. "Whack-A-Mole"
12. "Water Balloon Fight"
Mario Coin

**"hh, HH, Mario Coin, we haven't found ANYTHING!" - Marker**
This article or section is a **stub** meaning some/many details are missing. You can help the YAG Wiki by expanding it with more information! Please add more details, just make sure they are true, and avoid deleting the page. Thank you! (visual edit)

**Mario Coin** is an experiment character who appeared in Two of a Kind.

## Mario Coin

### Aliases

* Rip off (Marker)
* Triply (Gauntly)
Perchance to Dream (Heroes)

Perchance to Dream is Haunt 13. **This page is for the Heroes.**

> *"Wake up, wake up! Why won’t the dreamer wake up? One of your fellow explorers has fallen asleep in the bedroom. You poke and prod, and then deliver a stinging slap. Nothing wakes the dreamer. In a terrible place like this, that can’t be good. The dreamer thrashes, crying out, “Come back! Don’t do it!” Must be a nightmare.”*
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## Right Now

Set aside a number of triangular Sanity Roll tokens equal to the number of players. Set aside an equal number of triangular Might Roll tokens.

## What You Know About the Bad Guys

The dreamer’s subconscious mind has released Nightmares into the house. If enough Nightmares escape the house, you’ll lose. You don’t know how many need to escape, so you must stop as many as you can. (The traitor has written down that number based on rules in the *Traitor’s Tome*.)

## You Win When...

…you wake the dreamer before an unknown number of Nightmares escape into the world. (The traitor knows that exact number.)

## How to Wake the Dreamer

You must bring the Holy Symbol to the dreamer’s room and use it to wake that explorer.

1. Carry the Holy Symbol to the room with the dreamer’s body in it.
2. As long as the Holy Symbol is carried by a hero in the room, any hero in the room can attempt a Sanity roll or Might roll of 5+ to wake the dreamer. After each success, take a Sanity Roll or Might Roll token (depending on the trait used). The dreamer awakens when the heroes have a number of these tokens equal to the number of players.
3. The Smelling Salts card can’t be used to awaken the dreamer.

## Special Attack Rules

* Nightmares inflict mental damage instead of physical damage.
* If you attack a Nightmare and defeat it, it’s killed instead of being stunned.

## If You Win...

> *The roaming nightmares lose all cohesion and vanish. The dreamer ceases thrashing, but gives voice to one final scream in a deep, hellish voice: “NOOOOO! Don’t make me go back!” Your friend wakes, blinking, and in a normal voice says, “I had the strangest dream.”*
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Revolver (Item Card)

## Item Description

Weapon

An old, potent-looking weapon.

## Item Use

You can use the Revolver to attack with Speed instead of Might. (Your opponent then defends with Speed and takes physical damage.)

Roll 1 additional die on your Speed attack roll (maximum 8 dice).

With the Revolver, you can attack anyone in the same room or within line of sight (through an uninterrupted straight line of doors). If you attack someone in another room and you lose, you don't take damage.

You can't use another weapon while you're using this one.
Ghost Bride (Traitor)

Ghost Bride is Haunt 20. **This page is for the Traitor.**

> *“An apparition in white lace shimmers into view. “You’ve left me alone these long years,” speaks a feminine voice, “but I waited. For you. For our wedding.” The ghost glides towards one of your fellow explorers and says, “Once you are dead like me, we can be together… forever.”*
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> *The ghost fades, but the faint sound of an organ playing a wedding march sighs gently through the house. Tears come to your eyes. You hate it when love is denied. You’re going to see this wedding through.*
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> *Whether the groom wants it or not."*
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## Right Now

* Your explorer is still in the game but has turned traitor.
* Put a small magenta token (representing the Ghost Bride) in your room. You can move it on the monster turn.
* The Ghost Bride chooses as her groom the hero carrying the Ring, unless that character is female, in which case she chooses the oldest male hero. Then announce who the chosen groom is. (If there are no male heroes, choose one at random from the box and put his figure in the Entrance Hall. That character cannot move or take any actions during the scenario but can be attacked.)
* Set up the Turn/Damage track with the plastic clip at 0. You’ll use it to keep track of time after the wedding starts.
* If the Chapel isn’t in the house, search the room stack for it and put it in the house. This room should be has hard as possible for the heroes to reach. Then shuffle the room stack.

## You Win When…

…you get the Ghost Bride to marry her chosen groom.

## Ghost Bride

The traits of the Bride depend on the total number of players.

The Ghost Bride can move through walls as if through connecting doors, but not through floors or ceilings. She cannot be damaged or stunned by any means, other than Sanity attacks from the Ring. If she attacks and is defeated, her traits are not reduced.

## Special Attack Rules

* The Ghost Bride makes Sanity attacks, inflicting mental damage against anyone other than the chosen groom.
* When the Ghost Bride attacks the chosen groom, she reduces his Might by dealing mental damage, as shown in the following table.

 3 - 4
 5+

## How to Get the Ghost Bride Married

* Kill the chosen groom. He then becomes a ghost under your control. He drops all items, including the Ring.
* Put the chosen groom and the Ghost Bride in the Chapel. This starts the wedding.
* At the end of each of your turns, advance the Turn/Damage track to the next number, beginning with 1. The wedding will be complete on Turn 3.
Voodoo (Heroes)

Voodoo is Haunt 25. **This page is for the Heroes.**

> *"You crack a journal you found, seeing that instead of a diary, each page contains a taped-down photograph of what looks for all the world like a voodoo doll. All of the pictures have been defaced. Each one has a big red mark slashed through the image. Weird. But wait—the last few pictures are not defaced. That one sort of looks like one of your friends! And this one sort of looks like you...”*
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## What You Know About the Bad Guys

The traitor has hidden voodoo dolls throughout the house. Each one is linked to a hero. The dolls are in dangerous places. As the Turn/Damage track advances, the effects of these voodoo dolls will get worse.

## You Win When...

…you destroy all of the dolls and at least half (rounding up) of the heroes who began the haunt are still alive.

## How to Destroy the Dolls

First, you must follow the traitor’s hints to find the rooms with the dolls. Then you must find the dolls and destroy them, following the steps below. (You can ask the traitor to repeat any of the hints.)

In this haunt, explorers do not have to stop when they enter a previously unexplored room with a symbol. You can explore as many new rooms as you wish, drawing a card only if the room where you end your movement has a symbol. You must also draw a card if you search for a doll in a newly discovered room with a symbol.

* Move to a room where you think any voodoo doll is hidden. (The traitor’s clues will help you figure out which rooms have dolls.)
* Attempt a Knowledge roll of 2+ to search for a doll in the room. If you succeed, ask the traitor if that room contains a doll; he or she must answer truthfully and tell you which doll it is. (You won’t find the doll unless you’re in the right room.) You can search only one room during your turn
* Once you find a doll, you can automatically destroy it if it corresponds to you. You can find the location of any doll, but you can destroy only your own doll.

If a hero dies, that hero’s doll is also destroyed.

## If You Win

> *You snatch up the doll, looking into its button eyes. Eyes, for all their lifelessness, still eerily like your own. No! You dash the doll, over and over, upon the floor. The button eyes shatter. The stitching bursts. Finally, even the material splits, leaving only rents of fabric and debris. The doll is destroyed. Wait—what have you done? That wasn’t the brightest thing to do with a voodoo doll. You don’t feel well . . . but it could have been much worse.*
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The Web of Destiny (Traitor)

The Web of Destiny is Haunt 4. **This page is for the Traitor.**

> *"Your mind shivers as you feel a dark presence crawl inside it, making itself at home in your skull. You are yourself, yet you are also it—the spider. Already a plump mortal morsel wriggles within the strands of your new web. You can almost taste your human prey. Its struggles send shivers across the strands and up across your spider-belly. You feel your spider-self inject eggs into its body as it screams. Soon its struggles will stop and your babies will spill from its twitching corpse. But your instincts tell you that others will try to stop the birth . . . unless you stop them first.”*
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## Right Now

* If there are five or six players, your explorer is still in the game but has turned traitor.
* If there are three or four players, your explorer has been eaten by the Spider. Drop all your items and remove your figure from the game.
* Put the large circular Spider token in the same room as the explorer who has the Bite card.
* Set up the Turn/Damage track with a plastic clip on 1. You’ll use it to keep track of time.

## What You Know About the Heroes

The haunt revealer is caught in a sticky web and infested with giant spider eggs. That explorer can’t move.

## You Win When...

…either the Spider’s eggs hatch (on turn 9) or all the heroes are dead.

## You Must Do This...

...at the end of each of your turns. Advance the Turn/Damage track to the next number.

## The Spider Must Do This during Its Turn

The Spider must move toward an explorer who isn’t the haunt revealer and attack if possible. Neither you nor the Spider can attack the haunt revealer unless the eggs have been destroyed.

## Special Attack Rules

Once each time the Spider makes an attack, you can reroll each die that comes up blank. (For example, if you roll 4 dice for the Spider and 2 of them have no dots showing, you can reroll those two dice, but only once.)

## If You Win

> *…your spawn feasts on the tasty, tasty humans.*
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The Phantom's Embrace (Heroes)

The Phantom’s Embrace is Haunt 16. **This page is for the Heroes.**

> *"Your companion was always a little too obsessed with that girl, jealous of her friendship with you. Now he's trapped the poor girl inside the house. You hear her scream, her voice rising in pitch, higher and higher. Then silence. Just as you fill your lungs to shout for the girl, a deep laugh echoes from below. As it fades, you hear a quiet ticking. It sounds like the timer on a bomb. Just like it, in fact. What madness is this?"*
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## What You Know About the Bad Guys

Your traitorous companion has summoned a Phantom to guard the girl. She's hidden in the basement somewhere, and the traitor has set a trap for you. You can hear a bomb ticking away. You don't have much time.

## You Win When…

…you rescue the Girl and then either defuse the bomb or escape with the Girl from the house before it blows up.

## How to Rescue the Girl

First you must find the Phantom and rescue the Girl. Then you need to find and defuse the bomb - or get out quick.

* The Phantom (and the Girl) will appear in the next basement room you discover with an event or omen symbol. The traitor places their tokens in the room.
* Instead of drawing a card for that room, you must attack the Phantom. If you defeat the Phantom, you kill it and gain custody of the Girl. If the Phantom defeats you, then to take damage normally and it escapes with the Girl (both tokens are removed from the house). The Phantom will again show up in the next basement room you discover with an event or omen symbol.
* If the entire basement has been explored, the traitor chooses any basement room and puts the Phantom and the Girl there. The Phantom never moves to the same room twice

## How to Defuse the Bomb

Once during your turn you can attempt a Knowledge roll of 7+ in the room where the Phantom was defeated to defuse the bomb.

## How to Escape from the House

You can attempt a Knowledge roll (picking the lock) or a Might roll (breaking down the door) of 6+ to open the front door in the Entrance Hall. If you succeed, draw an event card and end your turn. On subsequent turns, all heroes can move 1 space out the front door from the Entrance Hall to escape.

## If You Win…

> *"The girl sobs in your arms as you flee the ancient manor house. You can still hear that infernal ticking, even though you've escaped. Glancing back at the mansion, you see a lone shape standing in an upper window. The shape raises a hand to the glass as you pass through the iron gates of the estate."*
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The Floating Eye (Heroes)

The Floating Eye is Haunt 6. **This page is for the Heroes.**

> *"You’re not certain if what you sense is a whine almost too high to hear or a thrumming almost too deep to feel. Maybe it’s both. Cool blue lights pulse once, then again. Someone screams, “The masters have come for us! The great Eyes will consume our brains!”*
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## Right Now

Set aside a number of triangular Might Roll tokens equal to the number of players.

## What You Know About the Bad Guys

Aliens can use a mind-control ability to manipulate heroes. They can do this to all the heroes in a room, so stay spread out if you can.

## You Win When...

…you disable the Spaceship so it can’t take off with your friends.

## You Must Do This on Your Turn...

…if you are under an Alien’s control. The traitor will move you toward the room with the Spaceship. At the beginning of your next turn after you enter that room, you board the Spaceship and are out of the game. You cannot attack or take other actions while an Alien is controlling you.

## Special Attack Rules

* You can free a hero from an Alien’s mind control by attacking and defeating that hero (with normal combat or Sanity combat using the Ring). If you defeat that hero, he or she takes only half damage (rounded down). You take damage normally when that hero defeats you. Once freed, a hero can’t be controlled again.
* You can attempt a Might roll of 5+ to damage the Spaceship. Each time you succeed, put a Might Roll token next to the Spaceship token. When the Spaceship has a number of Might Roll tokens next to it equal to the number of players, the Spaceship is disabled and the heroes win.
* Aliens are immune to Speed attacks (such as those using the Revolver or Dynamite).

## If You Win

> *With the help of your so-called friend, those alien things almost captured you. Even now, as you crouch in the bushes, you can see the eyes searching, ever searching. You can feel them calling to you. For a second, your body edges back toward the house. Then you turn and run, stumbling for the road and safety*
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Heather Granville

Heather Granville is one of the personalities on the Purple explorer card. She is the designated Traitor for Haunt 49. Her hobbies include Television and Shopping.

 Biography

## Physical description

### Weight

120 lbs

Heather has always been perfect - perfectly petite, perfectly blonde, perfectly polite. Perfect, perfect, perfect. If even the teeniest, tiniest thing in her life isn’t perfect, it gives Heather a headache. Sometimes her headaches get so bad it feels like something is trying to dig it’s way out of her skull. But even that doesn’t wipe the perfect smile off her face.

Heather‘s older sister is friends with Jenny - why, Heather doesn’t really know. After all, Jenny's certainly NOT perfect. Heather knows Flash and Professor Longfellow from school. Vivian is a friend of her mother's, has been for years. Heather's greatest fear is that she isn't actually perfect after all.
Windowy

**"hh, HH, Windowy, we haven't found ANYTHING!" - Marker**
This article or section is a **stub** meaning some/many details are missing. You can help the YAG Wiki by expanding it with more information! Please add more details, just make sure they are true, and avoid deleting the page. Thank you! (visual edit)

**Reason**: Article is missing the personality tab

This page was last edited on June 24, 2023 at 3:18 AM.

## Windowy

### Positive Relationships

Discord Message
Science Book

### Voice Actor

Goodboi

**Windowy** is a contestant in *Unconventionally Centered*.

## Appearance

Windowy is a limbless white wooden suburban window with light cyan glass. They have a small flower pot with a small flower planted inside on their windowsill. They're only able to slide around existing surfaces, such as walls or floors.

## Personality

Windowy is friendly and nothing but nice to everyone to meet. They will greet you with open arms (metaphorically) and a warm smile.

## Coverage

### Appearances

* Unconventionally Centered
	+ Rock Bottom
	+ Dressing Sharplie

### *Unconventionally Centered*

In "Rock Bottom," Windowy is introduced with the rest of the contestants. When prompted with why they joined, they said they wanted to get to know some people better. During the challenge, they team up with Science Book and Discord Message.

In "Dressing Sharplie", Windowy comes up with the idea that :cat2: should be a Halloween set by having everyone on their team make the halloween set, Discord Message getting the decorations and Science Book hold a candy bowl. This gets the team a 17/30.

## Trivia

* Windowy is one of four limbless characters in the Yet Another Gameshow series, the others being Smash Ball, Beach Ball, and Discord Message.

* Windowy is one of two nonbinary characters in UC, the other being Beach Ball.
	+ Coincidentally, they're the only limbless characters that have a non-edited voice.

**Characters**

 1970's Globey •
 Asthma Inhaler •
 Bouncy Ball •
 Cheese Stick •
 D100 •
 Dicey •
 KSSU •
 Luigi Glove •
 Marble •
 Marker •
 Monitor •
 UC | ? Block •
Beach Ball •
Discord Message •
Feathry •
Science Book •
Toasty (UC) •
 YAMS | Airhorn •
Bubblegum •
Cryogen •
File •
Kirby Mass Attack •
Microphone •
Random-Access Memory •
Scissorsy •
Sharpener •
 Hosts |  A Cube •
 Screeny •
 Cassette Tape •
 Characters up for Debut |  Bandanna •
 Blanket •
 Candy Spray •
 Caramel Apple •
 Cuckoo Clock •
 GameCube •
 Jetpack •
 KFC Bucket •
 Lossy •
 Marshmallow •
 Merit Badge •
 Orange •
 Otamatone •
 Pizza •
 Projector •
 Smash Ball •
 Spam •
 Super Mario World •
 Tape Measure •
 Waluigi Glove •
 Water Balloon •
 Whoopie Cushion •
 Wrench •
 Clones |  Gauntly •
 Kirby Triple Deluxe •
 Notepaddy
Darrin "Flash" Williams

Darrin “Flash” Williams is one of the personalities on the Red explorer card. He is the designated Traitor for Haunt 62 due to his hobby of Shakespearean Literature. His other hobbies include Track and Music.

## Darrin Williams

### Relatives

Madame Zostra (aunt), Zoe Ingstram (cousin)

## Physical description

### Weight

188 lbs

Flash isn't the most original name ever for someone as fast as Darrin. But he likes it. It's comfortable and it fits him, just like his favorite pair of track shoes.

Darrin lives to run and runs to live. When he's not running, Darrin feels like there's something coming for him... something Not Good. Even when he runs, the wind sometimes whispers in his ears, and he swears he can hear the Not Good Thing coming up behind him- fast. No wonder he's the star of the track team.

Flash knows Jenny from the neighborhood. She's okay, but she's real quiet. He's known Madame Zostra for his entire life. After all, he's her nephew. Zoe's his little cousin, but he's only met her a couple of times. Darrin's greatest fear is that he's going to be caught by the Not Good Thing (whatever it is).

## Strategy

Darrin's greatest strength is his Speed, as he has the highest starting Speed out of any explorer. This is very useful for exploring much of the house as well as moving around to specific rooms after the Haunt has been revealed. His other traits are fairly weak, however, and a player may want to be strategic and increase them early in the game.
The mummy walks (heroes)

The Mummy Walks is Haunt --. **This page is for the Heroes.**

> *"Dust billows into the room and a shadow passes over your heart. You hear one of your friends scream, a sound of delight and horror. A cold, damp voice shivers in your mind. “I lost my bride more years ago than you could possibly comprehend. My tears are dust, but my love is still as strong as the sun. Now my love is reborn to me. There is nothing you can do to keep us apart... and if you turn against me, I will rip your soul from your body and swallow it whole.”"*
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## Right Now

Set aside 2 Knowledge Roll tokens (triangular).

When a player’s character enters the same room as the Girl token, that player takes the Girl card.

## What You Know About the Bad Guys

The traitor is trying to get the Mummy married to the Girl.

You Win When...

...you banish the Mummy back to the land of the dead before it marries the girl.

## How to Banish the Mummy

If the Book is not yet in play, then the next hero to discover a room with an Omen symbol should search through the Omen deck and draw it. You must speak the Mummy’s true name from the Book to banish it. You must follow these steps, in order, to do this. Each hero can only attempt one step each turn.

1. A hero can attempt a Knowledge roll of 6+ to discover the Mummy’s true name in one of the following rooms (by the following methods):

• The room with the Sarcophagus (studying hieroglyphics),

• The Research Laboratory (scanning the archaeological team’s notes), or

• The Library (researching the Mummy’s history).

If you succeed, take a Knowledge Roll token.

1. On a turn after you discover the name, a hero who holds the Book can attempt a Knowledge roll of 6+ to look up the Mummy’s name in the book and learn the spell that will banish it. If you succeed, take a Knowledge Roll token.
2. Once you have two of these tokens, carry the Book to the same room as the Mummy. Any hero who occupies the same room as both the Book and the Mummy can try to defeat the Mummy in Sanity combat to complete a spell that banishes it forever. The Mummy is immune to Speed attacks (such as the Revolver).

## If You Win...

> "A hot, dry wind whispers through the room as you slam the ancient tome shut. The mummy shuffles toward you, its eyes dead holes of despair. As its hands close around your throat, their wrappings disintegrate. The creature moans as more and more of its body crumbles and blows away in the hot wind. “My bride... my only love... no... more....” As the last of the mummy disappears, the wind stops. You are alone."
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Music Box (Item Card)

## **Item Description**

A hand-crafted antique. It plays a haunting melody that gets stuck in your head.

## **Item Use**

Once per turn, you can open or close the music box.

While the Music Box is open, any explorer or monster with a Sanity trait that enters or starts in the same room (as the box) must make a sanity roll of 4+. If the roll fails, the explorer or monster ends its turn as it is mesmerized by the music.

If the explorer or monster carrying the music box becomes mesmerized, they drop the Music Box. If the Music Box was open when it was dropped, and it remains open.
Jenny LeClerc

Jenny LeClerc is one of the personalities on the Purple explorer card. She is the designated Traitor for Haunt 68 due to her hobby of Reading. Her hobby includes Soccer.

 Biography

## Physical description

### Weight

142 lbs

Jenny is a quiet girl. She loves soccer, but sometime she’s too shy to cooperate with her teammates the way she should. Jenny’s greatest pleasure is curling up alone in a tiny place reading a gigantic book - the older the book, the better. The books help keep her from dwelling on her mother’s disappearance, that day fourteen years ago when Mom went to the store and never came back, leaving Jenny alone. Alone forever.

Jenny's only real friend is Caitlyn, Heather’s older sister. Jenny also knows Ox, since she grew up with only a few doors away from him on Mulberry Lane. And Jenny knows Madame Zostra from the library, a place they both adore. Jenny’s greatest fears being trapped in a crowd or lost out in the open.

## Strategy

It is important to strengthen her stats early, as she excels in the later stages of the game, if the player manages to get enough boost early on.
Magdalena Gunchester

Magdalena Gunchester is the main antagonist of the final haunt of the game, Seasons Of The Witch, and quite possibly the main antagonist of the entire game. This is an extremely hard haunt to play, as it requires your explorer to have completed four previous haunts. Magdalena also seems to be the puppet master pulling the strings behind every play through of the game. The Widow’s walk expansion also revolves around her.

## Description

The witch Magdalena is the sole surviving heir to the Gunchester fortune. For generations, the Gunchesters preyed upon the weak, selling weapons of war to the worst people in the world. Worst of all was General Wilhelm Gunchester, the military titan who would stop at nothing to bring war where peace would reign.

Magdalena railed against her husband’s absence of morality, so he locked her in the cupola of Gunchester house. After decades of captivity, she went mad, gaining terrible powers of witchcraft. From her widow’s walk, She enchanted her family’s residences to be houses of horror(Likely the houses explored in other haunts). She saved Wilhelm for last, killing him with his own animated weapons of terror. With all her relatives dead, only one house remains.
House of the Living Dead (Traitor)

House of the Living Dead is Haunt 21. **This page is for the Traitor.**

> *"Tired, you lean back against the wall. Something’s making a noise behind it. Tick. Tick-tick. Tick. What the heck? Rats, maybe, or an insect? You remember when wasps got into the wall at your house. Damn vermin! You crouch down to peer into a large crack in the wainscoting. An ashen hand emerges, grasps you around the neck, and pulls you through. You die before you can scream. Blink. Blink. Sniff. “Mmmm, hungry.” Must eat flesh. Kill. Eat. EAT! ”*
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## Right Now

* Your explorer is dead. Drop all your items and replace your explorer’s figure with the large circular Zombie Lord token.
* Take a number of small red monster tokens (representing Zombies) equal to the number of players. Place them in the following rooms (in order): Crypt, Graveyard, Entrance Hall, Underground Lake, Gardens, Chapel, Conservatory, and Pentagram Chamber. If there are more players than the number of these rooms that have been discovered, put one additional Zombie token in each room, in order, until all tokens are placed.
* Once you’ve placed those Zombie tokens, put another Zombie token in each room that has one (again placing them in order).
* Take the Turn/Damage track and a plastic clip. You’ll need it to keep track of damage.

## What You Know About the Heroes

They’ll fight you. Avoid explorers who have weapons, if possible.

## Special Zombie Attack Rules

* Defeating a Zombie with a weapon that requires a Might attack kills it. Dynamite can also kill Zombies. Any other attack stuns a Zombie as normal.
* If a hero dies, he or she becomes a Zombie (and then has the same traits as a Zombie). That player reads the Traitor’s Tome and continues to move that Zombie during his or her regular turn. If the traitor wins, and a player’s Zombie has killed a hero, that player also wins.
* Zombies cannot operate the Mystic Elevator, but the Zombie Lord can.

## Special Zombie Lord Attack Rules

* You control the Zombie Lord. It is governed by all the normal rules that govern monsters: It rolls for movement and cannot pick up items, explore new rooms, and so on.
* The Zombie Lord can be harmed only by an explorer carrying the Medallion. It takes damage instead of being stunned; 7 points of damage kills it. Use the Turn/Damage track to record damage. Damage does not reduce the Zombie Lord’s traits.

## If You Win

> *Everyone is dead. Sniff. Still hungry. Sniff, sniff. The thought trickles into your dead, blasted consciousness, that even though not quite as juicy, the flesh of a zombie is still flesh. You advance. “Mmmm, hungry.” Must eat zombie flesh. Kill. Eat. EAT!*
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Here There Be Dragons (Traitor)

Here There Be Dragons is Haunt 15. **This page is for the Traitor.**

> "*You look at a child’s drawing you found lying on the floor. Your finger taps the image of the fire-breathing dragon. “I wish I had a dragon,” you muse. Unbelievably, the front doors burst open, and an enormous dragon roars in, rampaging and snorting fire!*
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> *You must be dreaming! You smile. These are the sorts of dreams you love. The ones where you get to call the shots. By their reactions, you see that your fellow explorers want to disbelieve what they see. Irritated, you decide that you’d rather keep this dream going for a bit. The best way to do that is to do away with the unbelievers.*
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> *“Eat ‘em, dragon! Eat them all!”*
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## Right Now

* Your explorer is still in the game but has turned traitor.
* Put the large circular Dragon token in the Entrance Hall.
* Put a pentagonal item token (representing the Shield) in the Chasm or the Crypt. Put a different-numbered pentagonal item token (representing the Antique Armor) in the Catacombs or the Underground Lake. If neither room for an item has been discovered yet, place the item in whichever room is discovered first.
* Get out the Turn/Damage track and a plastic clip, but don’t mark a number yet. You’ll use it to keep track of damage.

## The Dragon

Use the Turn/Damage track to keep track of how much damage the heroes inflict against the Dragon. When it has taken damage equal to the number of players, the Dragon is killed. Taking damage does not affect its traits.

The Dragon is immune to Speed attacks (such as those using the Revolver and Dynamite). It can be damaged by a Sanity attack from an Explorer using the Ring.

## Special Attack Rules

The Dragon can attack twice during its turn, once with **fire breathing** and once by **biting**. It doesn’t have to make both attacks at the same time, and it can do them in either order.

* **Fire breathing:** Any explorer (including you) in the same room as and in rooms adjacent to the Dragon must attempt a Speed roll. (The adjacent room must have a connecting door.)

In room with the Dragon:

 0 - 3

In an adjacent room:

 0 - 3

* **Biting:** This is a Might attack.

* **Toughness:** Whenever the Dragon is defeated, it takes 2 less damage.

## If You Win…

> *“You felt a little sick at first, especially when the dragon took its first big bite out of one of your friends. All that blood and icky stuff came spilling out. And you didn’t feel too good when the dragon lit up one of your other friends like a huge, human-shaped torch, all screaming and writing (for a little bit, until the shape collapsed and just burned).*
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> *Good thing this is all a dream."*
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Vivian Lopez

Vivian Lopez is one of the personalities on the Blue explorer card. She is the designated Traitor for Haunt 20 due to her hobby of Old Movies. Her other hobby is Horses.

 Biography

## Physical description

### Weight

142 lbs

Vivian's perfect day is to get up late, have coffee and donuts, and then ride one of her horses all day. Unfortunately, she doesn’t get to spend too many days like that since she’s so busy trying to keep her little used bookstore from going under. Some days she get so frustrated she just feels like burning the place down, or maybe just burning down the little shed out back... or the school. But she never do anything like that. Still, sometimes she has nightmares about striking the match...

Vivian is a friend of Heather's mother, Sarah. She also knows Madame Zostra and Father Rhinehardt as customers at her little bookstore, Something Written. For extra money, Vivian has been babysitting Missy Dubourde at least once a month for the past few years. Vivian‘s greatest fear is of fire... and her fascination with it.
Here There Be Dragons (Heroes)

Here There Be Dragons is Haunt 15. **This page is for the Heroes.**

> *"One of your fellow explorers stoops, picks up a scrap of paper from the floor, then mumbles something you can't quite hear. Before you can ask your friend what it is, the front doors burst open. An enormous dragon roars in, rampaging and snorting fire! Your friend frowns, then points, yelling, `Eat 'em, dragon! Eat them all!'"*
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## What You Know About the Bad Guys

The Dragon wants to kill you all. It can breathe fire and bite. You'll need special weapons and armor to defeat such a ferocious beast.

## How to Slay the Dragon

The Dragon is so tough that you'll need the antique armor (a pentagonal item token), the shield (another pentagonal item token), and the spear card to have much chance at success. (The Antique Armor and Shield are both somewhere in the basement.)

### Antique Armor:

The Antique Armor is a unique item that's different from the armor item card. The Antique Armor can't be stolen with a special attack. You can't wear the Antique Armor and the Armor at the same time.

* You can use a full turn to put on the Antique Armor or take it off and give it to another character. You can't move or do anything else during that turn.
* While you wear the Antique Armor, you take 5 less physical damage from attacks. It is heavy, though; you will move 1 fewer space while wearing it. (Remember, you can always move at least 1 space every turn.) The Antique armor doesn't protect you against fire or heat damage.

### Shield:

When you carry the shield, you're immune to fire and heat damage, but it's very heavy; you move 1 fewer space each turn while carrying it. If you're both wearing the Antique Armor and carrying the Shield, you move 2 fewer spaces each turn. (Remember, you can always move at least 1 space.) Every hero in the same room as the hero carrying the shield is immune to the Dragon's fire breathing attack.

### Spear:

The Spear is particularly good against the Dragon. In addition to the Spear's Might bonus, when you are attacking or defending against the Dragon with a Might attack, add 4 to the result of your roll.

## Special Attack Rules

* If you're hit by the Dragon's fire breathing attack, you can choose to discard an item and take 2 less physical damage. You can do this with multiple items at once, each time reducing the damage by 2.
* The traitor keeps track of the amount of damage you inflict against the Dragon and announces when it has been slain.

## If You Win...

> *"The dragon quivers, then lies still as tendrils of smoke rise up from its nostrils. Its carcass is bloodied from combat, but not nearly so bloody as your friends.*
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> *Now you must deal with the traitor, who stands grinning like an idiot. As you advance, your former friend realizes you mean to make restitution.*
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> *'But this is a dream!' protests the traitor. Rather poignant, for last words."*
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