A cooperative board game where players are residents of the House.
They descend into the Inwardness, collect Memory Keys,
and attempt to escape outside. Victory is all-or-nothing: if even one remains inside, no one gets out.

The latest issue—everyone wants to leave the House and venture out. But first, they must descend into the Underbelly, find the three Memory Keys, and reach the Exit together. Because the House will not release anyone alone.

Before the game, players randomly draw a character card and an item card. Each character and item has its own abilities.

Events Maps—that is the voice of the School. It calls out, it suggests, it challenges. Sometimes behind a door waits a trial; other times, it holds what you have been searching for.
Obstacle Maps — this is the Home that tests your endurance. Not with advice, not with a hint—but with what you would prefer not to encounter. A shadow that remembers more than you do. A voice that calls your name. A wall that rises where a passageway was only moments before. The player doesn’t decide whether to risk it or bypass it. They decide how to manage it.
Event cards and obstacle cards are drawn by players when hero tokens land on special spaces on the board.
























