The Sombreval Manor
In a Few Words...
Sombreval Manor is a fictional Victorian manor from the early 20th century. It inspires a cast of colorful characters, each with contrasting personalities, immersing players in the ambiance of the era. This third Killer Wink story is built around this theme, allowing players to imagine traditional roles of assassins and investigators.
This Killer Wink is slightly more complex to set up, offering stages of discovering clues and weapons, followed by action and investigation gameplay. Two opposing roles provide two distinctly different approaches to the game.
If you enjoyed the previous two Killer Wink stories, try this third chapter for more strategy, suspense, and keen observation.
The Sombreval Manor
In the year 1920, Lord Archibald Lancaster, renowned for his logical mind, has invited his guests to an evening of riddles in his opulent Victorian estate, Sombreval Manor. However, cunning assassins are hidden among them, determined to shroud this elegant evening in mystery and blood.
The grand hall, adorned with dark drapes and delicate chandeliers, becomes the setting for the first crime. Investigators wander about. Sir Howard Worthington quietly questions the guests, while Miss Emily Turner poisons a second victim in the kitchens.
As the evening progresses, assassins look for opportunities to be alone with their prey. Tension suddenly mounts with the discovery of a third body in the stables. Miss Abigail Lewis teeters on the verge of fainting—unless her restrained fall betrays her.
The investigators gather their courage and examine the clues found on the deceased while the barn catches fire, stifling cries and casting suspicious glances among the guests.
The investigators make a final, desperate deduction, but death strikes again by the fountain, sending the guests into a panic. Top hats and long gowns twirl in a macabre dance, scattering souls throughout the grounds of this mansion of mysteries… Sombreval Manor.
Summary of the Rules...
Each player is a guest of Lord Archibald Lancaster at Sombreval Manor. They will receive a character card, an accomplice card, and a mission card: investigator or assassin.
The card distribution organizes players into teams. There is one team of assassins and multiple teams of investigators.
Each player knows one of their accomplices among the other players and, during the first phase of the game, must find their other accomplices with the help of the known one.
In this phase, the assassins must also gather weapons scattered around the house: daggers, poisons, revolvers, and bombs.
The game begins with the assassins using their weapons to secretly kill investigators, while the investigators, relying on their accomplices and observations, accuse the assassins in hopes of exposing them before it’s too late…
The complete rules are detailed in the booklet accompanying the game.