Asylum Escape

The Rulebook

Everything you need to survive the night. Watch the seven-minute video, or read on. Then pick your poison.

RECCAM 01 · ORIENTATION
HOW TO PLAY ASYLUM ESCAPE7:23
Quick start

Nine turns. One asylum. No trust.

Build the asylum

Shuffle the Location cards into a 5×5 grid. One player takes the Patients; everyone else is a Victim and secretly picks a starting room far from danger.

The Patients hunt

Flip the coin: heads, move one room; tails, two. Pass through a hidden Victim's room and they're caught. Roll your catching number and they're dead, and their room collapses.

The Victims scheme

Draw a Camo/Sabo card to build your hand, or a Movement card to run. Move secretly, write down your new room, and sabotage anyone who looks too comfortable.

The final three turns

Any room holding a Patient at the end of a turn is destroyed. The asylum shrinks fast. Whoever is still hiding when the Patients finish turn nine escapes.

Pick your poison

How do you want to play?

The Short Way

Recommended

A finite number of turns: nine, no more (though there could be fewer). Play until turn seven, or until only one Victim is left alive. Either way, the Final Three Turns then begin, most often on turn seven, but earlier if everyone else gets caught and killed. Best for multiple playthroughs.

The Long Way

At your own risk

An infinite number of turns. The game might take ten minutes, or an hour and a half. Play until only one Victim and the Patients player remain, then begin the Final Three Turns. Best for just one or two playthroughs.

Symbols

Read the card. Then trust nobody.

Camo/Sabo cards can only be played when their symbols allow it. Some are obvious, others are tricky to remember, so stick to the symbols.

Camo symbol
Camo cardUsed to save your butt.
Sabo symbol
Sabo cardUsed to harm other Victims.
Your turn symbol
Your turnCan be played on your own turn.
Another Victim's turn symbol
Another Victim's turnCan be played on someone else's turn.
Respond symbol
RespondPlayed in response to a Patient's action.
Hold symbol
HoldStays on the table. You may only have one.
The full rules

Every rule, in order

Set-up

Place the Location cards in a 5×5 grid in random order. Yes, you may have a rooftop on the bottom and a basement on the top. Doesn't matter.

Decide who plays the Patients; everyone else plays a Victim. Either the Patients player wins (by killing everyone else) or one or more Victims win (by surviving). If more than one person wants to be the Patients, the last person to watch a murder documentary gets it.

Starting the game

Each Victim player draws a random Victim from the Victims deck. One mulligan each, but if you take it, that's your character. Every Victim has a positive and a negative effect: discuss them openly and hold each other accountable.

The Patients player draws a random Patient (no mulligans), puts it on a stand and places it in its starting room. Victims note where it is, then each secretly chooses a starting location far away and writes it down. Each Victim draws one Camo/Sabo card, and the game begins.

Objectives

Patients player: find all hidden Victims and kill them before they escape.

Victim players: stay hidden, sabotage the other Victims, and survive long enough to escape.

The Patients' turn

The Patients go first. Flip the coin: heads, move one room; tails, two. Movement is orthogonal: up, down, left or right, never diagonal.

If a Patient moves through or ends in a room a Victim is hiding in, that Victim must announce it once all Patients have finished moving. They're caught. Roll the die: if it lands inside the Patient's catching stat (top right of the card), the Victim dies, unless they have a Camo card to save them.

When a Victim dies, their room is destroyed and the rooms above fall down to fill the gap. If it was the last room in a column, the columns collapse inward and the Patient chooses the bottom room to the left or right. A Victim who survives being caught draws a free Movement card and flees.

If nobody was killed by the end of the Patients' turn, draw a Bloodlust card. They add chaos that speeds things up or leads to an unexpected catch. Patients players will grow to love these.

The Victims' turn

Draw one card: a Camo/Sabo card if you feel safe (Camouflage gets you out of a pinch, Sabotage screws over other Victims), or a Movement card if you need to run. Movement lets you move up to that many rooms orthogonally, including not at all. Write down your new location and discard the Movement card face up so everyone knows how far you could have gone.

If you're cornered and forced to move into or through a Patient's room, you're caught.

Symbols & releases

Camo/Sabo cards can only be played when their symbols allow it: on your turn, on another Victim's turn, in response to a Patient, or as a hold card (you may only have one held card at a time).

Play continues clockwise. On the Patients' third turn another Patient is released, and the room it starts in is blown up (after resolving any catch). If a starting room is already destroyed, choose one of the same colour, or any room if none remain. On the fifth turn, a stronger Special Patient is released. If you're caught by them… you're probably dead.

How to win

During the final three turns, any room with a Patient in it at the end of a turn is destroyed, so the board shrinks fast. Victims still alive in a leftover room when the Patients finish turn nine win.

Short version: survive through turn nine (the final three are turns 7–9). Long version: survive until no other Victims are alive, then the final three turns begin. In both versions, being the last Victim alive triggers the final three turns early: if everyone else is dead on turn four, you only have to survive until turn seven.

Notes
  • Victims have a maximum hand size of seven.
  • You may play as many Camo/Sabo cards in one turn as you're able to.
  • "Stumble Into Nearest Patient" cards are in the Movement deck. Draw one and you walk into the nearest Patient's room and get caught.
  • Effects resolve in the order cards are played; you can't sneak-play a card you're being forced to discard.
  • If two or more Patients share a room when a Victim is caught, each Patient gets a kill attempt before the Victim can flee.
  • All cards are discarded face up. Held cards (yellow symbol) sit on the table and don't count toward your hand.
  • Victims don't have to draw on their turn; they may skip.
Still have questions?

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