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How to play

A turn

  1. 1. The numbered squares beside you are live. Play a match.

  2. 2. Mark what you did. Anything left unmarked is a miss.

  3. 3. Walk your green ground for free, then play again.

Win the trial

  • GeneratorClaim it to destroy it. Destroy every generator and the exit gates open to you, and you win back a life you lost.

  • Exit gateClaim an open gate to finish the trial.

  • HatchA second way to finish: take the survivors' key from a chest and the hatch is yours to close. Miss it and the last survivor slips out for good.

  • ChestOne chest holds the stolen key. The others roll for a clear reagent, a hatchet or a ward, and a 1 finds nothing.

Watch out

  • ObsessionA survivor who comes at you after every match at their own pace: the squares on and next to them ask for their hard challenge (not the Ambusher's), and you can't walk across them. Miss anything while they're on or next to your square and they make you pay.

  • BlockedA missed square is blocked for a match, one more each time you miss it, and dealt a new challenge. Exit gates keep theirs, and a missed hatch closes.

  • DreadMost claims stir the squares around them. At 2 a square asks for its hard challenge, and at 3 it seals.

  • LivesYou have 3 lives: a failed chase ends in a pallet stun and costs one, and some punishments cost one or two. Lose them all and the run is over.

  • Boon totemA survivor's boon: makes the squares around it harder when you find it. Snuff it to ease them.

  • Hex totemYour own: light it to ease the squares around it.

All the rules

Moving

Reach
Only the squares beside you are live. Claiming one doesn't move you, so walk across your own ground, for free, to reach new squares.
Routes
Tap a square you can't claim yet to plan a route to it. The route marks each claim with the match you'd make it in: M1 is your next match.
In the way
While you can see the Obsession, you can't walk onto or across their square or the squares next to it. An Ambusher out of sight blocks nothing: they find you instead. You can always walk off your own square.
Sitting out
If the Obsession cuts you off, or nothing you can reach is playable but something is only blocked, you sit out a match. It's safe: no punishment, and every block drops by one.
Chases
If a match ends with the Obsession on your square, a chase starts. Your next match has to hook them, as each Obsession asks, and it isn't counted. Your Obsession is the survivor your perk marks, or with no such perk, one you pick as the trial starts. Fail and they stun you, costing a life. Either way, the Obsession then moves to the square farthest from you, except the Bully.

Obsessions

The Bully
Comes one step closer after every match. Relentless: after a chase or a hatchet they back off only two squares.
The Gen Rusher
Moves every other match at first, every match once 40% of the generators are destroyed, and two squares a match once 80% are. Stops on a destroyed generator and repairs it.
The Looper
Sprints three squares toward you, then is exhausted for a match.
The Ambusher
Waits in the fog: you only see them when they find you, though you hear them within two squares. Only dread makes the squares around them hard.

Weekly maps have each Obsession's trait, walking blocked beside the Obsession, adrenaline and the longer Collapse on the biggest maps from the week of 5 October.

Punishments

Each map has one punishment. It lands once per match if the Obsession is on or next to your square as the match starts and you miss anything or play nothing. A match you sit out is safe.

Lose a life
A match with a miss while the Obsession is on you ends in a pallet stun and costs a life.
Generator repaired
The Obsession repairs the last generator you destroyed, and it comes back harder. With none yet, or the gates open, you lose a life instead.
Bodyblocked
The Obsession bodyblocks you off the last square you claimed that isn't a generator, and it comes back harder. Never ends the run.
Escalates with the run
Until 40% of the generators are destroyed, missed squares are blocked for at least two matches and get harder. From 40%, the Obsession repairs the last one you destroyed. Once the gates are open, two lives at once.

Items

Clear reagent
An offering that lifts the fog two squares around the chest.
Stolen key
The survivors' way out: take it and the hatch is yours to close.
Ward
An offering that wins back a life you lost.
Hatchet
Sends the Obsession limping to the far side of the map when they're within two squares of you.

Dice

Chests
A chest rolls a die for what's inside: 1 is empty, 2 or 3 a clear reagent, 4 or 5 a hatchet and 6 a ward. The chest with the survivors' key always holds the key.
Challenges
A live square whose challenge asks for a count rolls a die once. A 6 asks one step less and a 1 one step more. Hover the die to see what each roll asks. A square dealt a new challenge rolls again.

Perks

Milestones unlock perks, and they never reset. Equip up to 2 before you start a map, or 3 once you finish 3 different maps.

Brutal Strength
Start every map carrying a ward.To unlock: Open 3 chests
Lethal Pursuer
See two squares deep through the fog instead of one.To unlock: Claim 40 squares
Shattered Hope
Boon totems are marked on the map before you find them.To unlock: Snuff 3 boon totems
Spirit Fury
The first punishment on each map is let off with a warning. A failed chase still costs a life.To unlock: Finish a map without losing a life
Pop Goes the Weasel
The first generator you destroy on each map counts as two.To unlock: Destroy 15 generators

Endgame

Adrenaline
Destroying the last generator wins back a life you lost.
Endgame Collapse
On some maps, destroying every generator starts a countdown: 4 more matches, 6 on the biggest maps. Finish before it runs out or the run is over.
Out of moves
The run is over when every square you could play is sealed or locked, or as soon as dread seals every way out. The exit gates stay locked until every generator is destroyed, and the hatch until you hold the survivors' key.

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