The Séance (Heroes)

The Séance is Haunt 2 for both the 1st and 2nd edition. **This page is for the Heroes.**

> *"A dread chill descends upon the house, and mist rises in lazy coils from the floor. A voice clatters through the air. “I must rest... put my soul to rest... or die...”*
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## Right Now

* 1st Edition
* 2nd Edition

Set aside 2 Knowledge Roll tokens (triangular).

Set aside a number of Knowledge Roll tokens (triangular) equal to the number of players. Set aside an equal number of Sanity Roll tokens (triangular), a Ghost token (light green), and a Corpse token (crimson).
Set aside a number of triangular Knowledge Roll tokens equal to the number of players. Set aside an equal number of triangular Sanity Roll tokens and a pentagonal item token (representing the Corpse).

## What You Know About the Bad Guys

The traitor is trying to summon a Ghost before you do.

## You Win When...

…you either defeat the Ghost after the traitor takes control of it, or you bury the Ghost’s bones after you summon it.

## How to Summon the Ghost

* 1st Edition
* 2nd Edition

There’s a race between you and the traitor to summon the Ghost.

Each hero can attempt a Knowledge roll or Sanity roll of 5+ to conduct a séance. An explorer can attempt either one of these rolls during his or her turn, but only while that character is in the Pentagram Chamber.

Each time one of these rolls succeeds, put a Knowledge Roll or Sanity Roll token (as appropriate) in the room where the haunt was revealed. When the heroes have a number of those tokens equal to half the number of players (round down), they’ve completed the séance.

The traitor is also conducting a séance. If the heroes complete a séance before the traitor does, they summon the Ghost and control it (follow the instructions in the next section). If the traitor completes the séance first,

You are racing against the traitor to summon the Ghost. To summon it, you must conduct a séance.

* Each hero can attempt a Knowledge roll or Sanity roll of 5+, but only while he or she is in the Pentagram Chamber. During your turn, you can attempt only one of these rolls.
* Each time one of these rolls succeeds, put a Knowledge Roll or Sanity Roll token (depending on the trait used) in the room where the haunt was revealed. When the heroes have placed a number of those tokens equal to half the number of players (round down), they’ve summoned the Ghost.
* If the heroes succeed with their summoning before the traitor does, they control the Ghost (follow the instructions in the next section). If the traitor completes the séance first, he or she gains control of the Ghost.

## If You Summon the Ghost First...

* 1st Edition
* 2nd Edition

Ghost’s declaration (read aloud): “Bury my bones!”

Put the Ghost token in the room where the last séance roll succeeded. It stays there until you lose control of it.

Set up the Turn/Damage Track with a plastic clip on the number 1. At the end of each subsequent turn of the player who completed the séance, advance the Turn/Damage Track to the next number. You have until Turn 5 to bury the Ghost’s bones.

Once during your turn, while you’re in the Attic, Bedroom, or Master Bedroom, you can attempt a Knowledge roll of 5+ to find the bones. If you succeed, put a Corpse token on that explorer’s character card to represent that item.

Carry the bones to the Crypt or the Graveyard. While you are in one of those rooms, you can attempt a Knowledge roll of 5+ once during your turn to find the right gravestone and bury the bones.

While you’re doing this, the Ghost can’t attack anyone. If you fail to bury the bones by the start of Turn 5, the traitor gains control of the Ghost, following the instructions in the Traitor’s Tome under “If You Summon the Ghost First.” If this happens, burying the bones is no longer enough to placate the Ghost; now you must destroy it.

Ghost’s declaration (read aloud): *“Bury my bones!”*

* Put the Ghost token in the room where the last séance roll succeeded. It stays there until you lose control of it.
* Set up the Turn/Damage track with a plastic clip on 1. At the end of each subsequent turn of the player who completed the séance, advance the clip to the next number on the track. You have until the start of Turn 5 to bury the Ghost’s bones.
* Once during each hero’s turn, if he or she is in the Attic, Bedroom, or Master Bedroom, the hero can attempt a Knowledge roll of 5+ to find the bones. If you succeed, put the Corpse token on your explorer’s character card.
* Carry the Corpse token to the Crypt or the Graveyard. While you are in one of those rooms, you can attempt a Knowledge roll of 5+ once during your turn to find the right gravestone and bury the bones.
* While you’re doing this, the Ghost can’t attack anyone. If you fail to bury the bones by the start of Turn 5, the traitor gains control of the Ghost, following the instructions in the Traitor’s Tome. If this happens, burying the bones is no longer enough to placate the Ghost; now you must destroy it.

## Special Attack Rules

* 1st Edition
* 2nd Edition

No one can attack until after the séance has been completed.

While the traitor controls the Ghost, you can attack it, but only if you are capable of making a Sanity attack. You can make Sanity attacks against it with the Ring. You can make Sanity attacks without the Ring while you are in the Pentagram Chamber with the Ghost. One of these Sanity attacks must succeed for the ghost to be destroyed.

If the Ghost attacks and rolls lower than a hero, it is not harmed.

* No one can attack until after the séance has been completed.
* While the traitor controls the Ghost, you can make only Sanity attacks against it, and only if you possess the Ring or you are in the Pentagram Chamber. A successful Sanity attack destroys the Ghost.
* If the Ghost attacks a hero and is defeated, it is not harmed.

## If You Win

> *The mists recede, and the terrible cold clutching at your heart slowly fades. A feeling of calm and contentment rises up in its place. A soul is at peace.*
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