SPOOKY GUIDE

A DECK OF 10 CARDS DRAWN AT RANDOM, EACH WITH A DIFFERENT EFFECT ON THE ENTITY OR THE PLAYERS.

STRATEGY

DRAW THE CARD EARLY IN THE CONTRACT, WHILE THE TEAM'S SANITY IS STILL HIGH, RATHER THAN LATE IN THE GAME: IF YOU DRAW THE MOON OR DEATH, YOU HAVE MORE ROOM TO RECOVER. AVOID DRAWING IT ALONE IN AN ISOLATED ROOM BECAUSE OF THE HANGED MAN, VERY RARE BUT IT KILLS THE PLAYER OUTRIGHT WITH NO WARNING.

THE 10 CARDS

THE SUN

THE SUN5%

FULLY RESTORES SANITY

THE MOON

THE MOON5%

DROPS SANITY TO 0

THE WHEEL OF FORTUNE

THE WHEEL OF FORTUNE20%

+25% OR -25% SANITY DEPENDING ON THE COLOR

THE TOWER

THE TOWER20%

TRIGGERS AN INTERACTION AND INCREASES ENTITY ACTIVITY FOR 20 SECONDS

THE HERMIT

THE HERMIT10%

IMMOBILIZES THE ENTITY, IT CAN NO LONGER MOVE OR HUNT

THE DEVIL

THE DEVIL10%

INSTANTLY TRIGGERS A PARANORMAL EVENT

DEATH

DEATH10%

TRIGGERS A CURSED HUNT

THE FOOL

THE FOOL17%

NO EFFECT, ALWAYS DRAWN DURING A HUNT

THE HANGED MAN

THE HANGED MANVERY RARE

KILLS THE PLAYER WHO DRAWS THE CARD

THE HIGH PRIESTESS

THE HIGH PRIESTESS2%

REVIVES A DEAD TEAMMATE, THE RAREST AND MOST VALUABLE CARD