Send every investigator home before dawn or before they gather enough evidence. Each action advances one beat. Fright reaching a visitor’s threshold makes them flee through the foyer; they can always escape safely.
Visitors pause after being frightened, giving you time to combine powers. Repeating the same scare against a visitor loses 2 fright. Quiet rooms slowly calm them. Every two unfrightened investigation beats adds evidence. Check where they are before acting!
Three nights unlock in order. No real-time countdown, gore or sudden loud scares.
Your night will wait for you.
Unlocked nights stay unlocked.