TEXT: The Curious Mansion 
  A Quick Storytelling and Drawing Game for 1-6 Players by 
  Jack van Riel 
  Created in 24 hours for the 2018 RPG Geek 24-Hour RPG Contest.  
   
   
  
  2 
   
  What This Is 
  This is a Storytelling and Drawing game. Together with your friends, you play 
  characters who explore a curious house, which may be haunted. As you walk through 
  the garden, enter the house, move from room to room, you find out how you react to 
  each new discovery. Sometimes you’ll react with joy, at other times a sense of mystery 
  is predominant, or you might get frightened by the unexpected. You will find items, 
  that you have to find creative uses for in later scenes. Your friends help you play out 
  these scenes, and shape the story of exploration. And while this story emerges in your 
  mind’s eye, you’ll also draw representations of your discoveries on a sheet of paper, 
  shared with your friends. By the end of the game you will have a drawing of a Curious 
  Mansion and everything in it, unique to your game. 
   
   
  What You Need 
  To play The Curious Mansion you will want to gather around a table with your friends. 
  While you can play The Curious Mansion solo, it’s probably more fun when you play it 
  with others. There’s no hard limit on how many can play, but if you’re with more than 
  six people, you might want to split into multiple groups. 
  All players have equal authority over the story. There is no Gamemaster. 
   
  Furthermore, you’ll need some supplies: 
   A blank paper, at least letter or A4 sized. 
   Drawing supplies. A pen at the minimum, but preferably colored pencils. 
   A six-sided die 
   This document. If this is your first time playing, you’ll have to print out pages 6 
  and 7 and print and cut out the item cards on page 9. 
   
   
  
  3 
   
  Preparing to Start 
  The story of The Curious Mansion starts with the characters discovering a strange, 
  large, possibly abandoned, house. Players should discuss who these characters are, the 
  relationships between them, and how they came upon the mansion. Perhaps they’re a 
  family on vacation, whose car broke down not far from the house. Perhaps they’re 
  neighborhood kids, daring each other to explore the old house. Perhaps they’re 
  paranormal investigators, who read about the mansion in old newspaper clippings. 
  Each player should choose a character to play, and introduce them to the others with 
  a name and (visual) description. 
  Players should also briefly discuss the location and look of the house. Don’t go into too 
  much detail! Leave enough to be discovered through play. You might decide that the 
  house is on a hill, or hidden in a forest, and that it is tall and leaning over, or squat and 
  irregular with plenty of little turrets and towers. 
  One or more players should draw the outline of the house on the sheet of paper. Use 
  an open front view, like a dollhouse. The house should take up most of the paper, but 
  leave room to draw the grounds around the mansion. 
   
   
   
   
  Place the marker on the space marked Start on the List, and choose a player to start. 
  
  4 
   
  On Your Turn 
  When it’s your turn, follow these steps in order: 
  1. Roll the die, and see if you rolled odd or even. 
  2. If you rolled odd, move the marker to the next odd number on the List. If you 
  rolled even, move the marker to the next even number. 
  3. Read the brief description on the List. This is what your character encounters. 
  4. Think about how your character reacts. If you rolled a 1 or a 2, think about what 
  is joyful or pleasing about the scene, what triggers an enthusiastic response. 
  If you rolled a 3 or 4, think about what is curious or mysterious about the 
  encounter, and why your character is intrigued. If you rolled a 5 or 6, think 
  about what is scary or unsettling, and why your character reacts with fright. 
  5. Invite none, some, or all of the other characters to be present in the scene. The 
  players whose characters are invited can each accept or decline that invitation. 
  6. Play out the scene with the characters who are present. Say what you see, hear, 
  smell, feel, and think about the encounter. Build on each other’s descriptions. 
  That means leaving blanks for others to fill in, and not contradict each other. 
  Ask each other questions, if you like. If it’s your turn, your character’s general 
  response is determined by the die roll, while other players can choose their 
  characters’ gut reactions. 
  If you have an item card, you may use that item in the scene. Describe how you 
  leave it there, and discard the card. If you have an item card that’s rotated right 
  side up (see below) you must use the item. You can only use an item on your 
  own turn. 
  7. The players whose characters aren’t in the scene may each ask one question 
  about the scene of the players whose characters are in the scene. If you can’t 
  think of anything to ask, that’s ok. Discuss and answer the questions. 
  8. Draw a small representation of the encounter on the sheet of paper. Invite the 
  other players to contribute. 
  9. If the description on the List mentions an item card, and you rolled a matching 
  number, take it and place it in front of you, right side up. If there was another 
  character present in the scene, and that player doesn’t yet have an item card in 
  front of them, you may give it to them. If there were no other characters present, 
  or they all already have one or more item cards, you must keep the item card 
  yourself, even if you already have one or more item cards. Describe how your 
  character takes the item. 
  10. Turn all item cards you have, including one you may just have gotten, 90 
  degrees clockwise. This keeps track of how long you’ve had the item in your 
  possession. You have to use the item some time in your next four turns. 
  11. Pass the die and the sheet of paper to the next player. It is now their turn. 
   
   
  
  5 
   
  Example of Play 
  Aiko, Burak, Chris, and Dana are playing a group of 18-year-olds on a hiking trip. 
  Intrigued by a house that isn’t on their map they decide to investigate. Aiko goes first 
  and rolls the die. She gets a 2. 
  Aiko: A 2! Let’s see. The next even number is the 2. I come upon an ornamental gate, 
  and I’m joyful about it. I invite you all to be in the scene, if you like. 
  Burak: Sure, my character Molly is there with yours! 
  Chris: I think I’m lagging behind, looking at all the flowers and plants. 
  Dana: And I’m trying to get you to hurry up, so I’m not at the gate yet either. 
  Aiko: Ok. Molly and I are standing in front of this beautiful, intricate metal gate, all 
  loops and swirls. It’s eight feet tall, green and white and gold. 
  Burak: I run my fingers over it. Paint has chipped at some places, but it’s in good 
  condition. It’s cold to the touch, but not unpleasantly so. 
  Aiko: (In character) Would you look at that, Molly! Isn’t this beautiful? It reminds me 
  of my grandparents’ place. When I was a small child, I thought their gate must be the 
  biggest in the world! 
  Burak: Pleasant memories, eh? Who do you think might live here? 
  Aiko: I don’t know! It looks like it hasn’t been opened in a while. 
  Burak: Yeah. There are vines growing over it. 
  Aiko: Vines! I like that. I’m going to start drawing. Do you have any questions, Chris? 
  Dana? 
  Chris: Uh, let’s think. Can you see the house beyond? 
  Burak: I think there are lots of trees in the way, still. What do you think, Aiko? 
  Aiko: Trees, sure! But this tall tower we talked about, I think that’s visible. 
  Dana: Is the gate locked? Will we have to climb over it? 
  Aiko: No, no. When Molly touches the gate, it opens without sound. Almost like it’s 
  inviting us to explore. 
  Burak: Perfect. I love your drawing, Aiko. Can I add the vines? 
  Aiko: Sure. And then it’s your turn. 
   
  
  6 
   
  The List 
      Start       Outside the garden wall. 
  1 
  A hole in the garden wall, big enough to crawl through. 
  2 
  An ornamental gate. 
  Enter the garden 
  3 
  A discarded doll. On a 1 or 3, take the Discarded Doll item 
  card. 
  4 
  A hand painted sign. 
  5 
  A puddle of rainwater. 
  6 
  A rubber boot. On a 2 or 4, take the Rubber Boot item card. 
  7 
  A small animal. 
  8 
  A toppled statuette. 
  9 
  A carving in a tree, a knife stuck in it. On a 3 or 5, take the 
  Dull Knife item card. 
  10 
  A birdhouse nailed to a tree. 
  11 
  A small vegetable patch. 
  12 
  Your reflection in a dirty pane of greenhouse glass. On a 4 or 
  6, take the Glass Shard item card. 
  13 
  A mass of remarkable plants. 
  14 
  A swing hanging from a tree branch.  
  15 
  A broken fountain. On a 1 or 3, take the Silver Coin item card. 
  16 
  A pond.  
  17 
  The entrance to a hedge maze. 
  18 
  The servants’ entrance at the side of the house. On a 2 or 4, 
  take the Master Key item card. 
  19 
  The main entrance at the front of the house. 
  Enter the house (main floor) 
  20 
  A spiderweb 
  21 
  A coat rack. On a 3 or 5, take the Heavy Coat item card. 
  22 
  A window with heavy drapes. 
  23 
  A bust of a young man. 
  24 
  A supply closet. On a 4 or 6, take the Dim Flashlight item 
  card. 
  
  7 
   
  25 
  A grandfather clock. 
  26 
  A low table with dirty wine glasses. 
  27 
  A wine rack. On a 1 or 3, take the Wine Bottle item card. 
  28 
  A chess board. 
  29 
  A chandelier. 
  30 
  The door to a cellar. On a 2 or 4, take the Jar of Preserves 
  item card. 
  31 
  A deer head wall decoration.  
  32 
  An oil painting of a noblewoman.  
  33 
  A stack of letters. On a 3 or 5, take the Letter Opener item 
  card. 
  34 
  An antique bookcase.  
  35 
  A grand piano.  
  36 
  A billiards table. On a 4 or 6, take the Cue Stick item card. 
  37 
  A spiral staircase. 
  38 
  An imperial staircase. 
  Enter the upper floors 
  39 
  A sewing mannequin. On a 1 or 3, take the Sewing Kit item 
  card. 
  40 
  A ballroom dress. 
  41 
  An ornate bed. 
  42 
  A dressing table. On a 2 or 4, take the Perfume Bottle item 
  card. 
  43 
  A music box. 
  44 
  A sudden change in temperature. 
  45 
  A fireplace. On a 3 or 5, take the Fireplace Poker item card. 
  46 
  An exotic mask. 
  47 
  An anatomical skeleton model. 
  48 
  A gun cabinet. On a 4 or 6, take the Antique Rifle card. 
  49 
  A hidden door or secret hatch. 
  50 
  The call of a bird. 
  51 
  Movement behind a curtain. 
  52-53 An apparition. 
  The game ends. Have a final epilogue scene, and show how the 
  experience changed the characters. 
  
  8 
   
  Example of Play, Continued 
  A while later, the marker is on 19. It’s Dana’s turn, and they have the Rubber Boot item 
  card, turned three times. They roll the die, and get a 5. 
  Dana: Let’s see, the next odd number is 21. Ooh, we’re entering the house! I see a coat 
  rack. Chris, since your character Natalya was at the main entrance, it makes sense for 
  her to be in the scene. What do you think? 
  Chris: I’m right behind you! 
  Dana: Good. I need you, because I rolled a 5, and I’m scared of this coat rack. I think 
  it’s dark in the entrance, and my eyes haven’t quite adjusted yet. I hit my head on this 
  mass of antlers and tusks and I scream. 
  Chris: (In character) Are you ok? What happened? Look, it’s ok! It’s just a coat rack! 
  Dana: Ah! For a moment I thought…. But you’re right. What kind of sick person makes 
  a coat rack out of teeth and bone?! 
  Chris: I shrug. It’s a strange house, but doesn’t that make it exciting? 
  Dana: I don’t know… we better warn the others. 
  Dana looks at their item card, and sees they still have a Rubber Boot. It’s turned three 
  times, meaning if they don’t use it now, they must use it next scene. Dana thinks for a 
  bit, and has an idea. 
  Dana: I look at the large protruding antler and rub my forehead where I hit it. I snort 
  angrily. Then I take the little yellow rubber boot that I found earlier, and pull it over 
  the antler. There! Soft and rubbery and bright yellow; this will stop the others from 
  hurting their heads. 
  Aiko: Clever! But can I ask a question? Are there any coats hanging on the rack? 
  Dana: Uh, yes. In fact, I find a Heavy Coat item. I think it’s the only coat there, and I’m 
  shivering with fear, so I take it. It makes me feel a little more protected. I could give it 
  away, since Chris doesn’t have an item card yet, but I’ll keep it for myself. 
  Chris: Sounds good! Burak, do you have a question? 
  Burak: Well, I’d like Dana to describe the coat. Does it smell bad? 
  Dana: It’s dirty, and ugly green, and it reeks of death. But it’s warm. If you draw the 
  coat rack, Chris, I’ll draw the coat. 
  While Chris quickly sketches out the antlers and tusks that make up the coat rack, 
  Dana discards the Rubber Boot item card. They then take the Heavy Coat item card, 
  put it in front of them, and turn it 90 degrees clockwise. Finally they pass the die to 
  Aiko. 
   
   
  
  9 
   
  Item Cards 
  3. 
  Discarded Doll 
  6. 
  Rubber Boot 
   
  9.  
  Dull Knife 
   
  12. 
  Glass Shard 
   
  15. 
  Silver Coin 
   
  18. 
  Master Key 
   
  21. 
  Heavy Coat 
   
  24. 
  Dim Flashlight 
   
  27. 
  Wine Bottle 
   
  30. 
  Jar of Preserves 
   
  33. 
  Letter Opener 
   
  36. 
  Cue Stick 
   
  39. 
  Sewing Kit 
   
  42. 
  Perfume Bottle 
   
  45. 
  Fireplace Poker 
   
  48. 
  Antique Rifle 
   
   
  Marker 
  Curious 
   
  
SOURCE: textdata/thevault/Kid Friendly/3. Rules Lite Collection/The Curious Mansion.pdf