The Sombreval Manor

Game Rules

Pocket Edition

You have just acquired the pocket version of 'The Sombreval Manor'.

The game's content and box have been reduced to the essentials to minimize production costs as much as possible, allowing the game to be sold at the lowest possible price. However, the rules remain the same as the original.

This version is playable with up to 16 players. The weapons are cut out with scissors from two 'weapon' cards, and the box does not include a game booklet, but rather a QR code that leads to this page.

To play, read the rules carefully below.

Requirements

You can play with 4 to 16 players, preferably ages 18 and up. However, the game also works with younger players, though it may be more challenging for them to avoid rushing and to remain discreet during gameplay.

The duration of the game varies from 30 minutes to two hours, depending on the players' skill and patience.

Create the Ambiance

If you want to match the theme of your evening, ask your guests to come dressed as detectives, wearing trench coats, hats, or even as Sherlock Holmes with a pipe and an elegant early 20th-century costume. Transform your home into a Victorian mansion with small armchairs, a round table, paintings, and a piano. Add chandeliers and create a soft, dimly lit atmosphere.

Prepare the Game

The game includes two special cards with weapons. Cut them out using scissors along the dotted lines to create 18 weapon tokens.

First, gather around a table to distribute the cards. However, once the roles have been assigned, the game will take place during your evening—during appetizers, on the patio, in the kitchen, or while dining. Killer Wink is not played around the table but serves as a backdrop to your evening.

You will either be an assassin or an investigator. There should be roughly 1 assassin for every 3 investigators. This means you can play with anywhere from 4 to 16 players. The assassins will know each other and thus know who the investigators are, but the investigators will not know who the assassins are among the players.

Take a number of "Assassin" and "Investigator" cards based on the number of players, ensuring there is one card per player and maintaining the ratio of one assassin to three investigators. If the ratio isn’t exact, favor having one additional assassin. For example, with 7 players, use 2 assassins and 5 investigators.

Shuffle the selected cards and distribute them to the players. Each player may look at their card but must not show it to the other players.

The Story of Sombreval Manor

« In the year 1920, Lord Archibald Lancaster, renowned for his logical mind, invited his guests to an evening of riddles at his opulent Victorian mansion, Sombreval Manor.

However, cunning assassins hide among the guests, determined to stain this elegant evening with mystery and blood.

The grand parlor, adorned with dark drapes and delicate chandeliers, becomes the stage for the first crime. Amid this sophisticated setting, investigators roam, unaware of the hidden knives and concealed poisons.

As the night progresses, the assassins seek moments of solitude with their targets, hiding their weapons in the shadows. On the terrace near the gardens, investigators ponder the mysteries, oblivious to the shifting shadows under the moonlight.

The tension peaks with the discovery of a third body in the stables. Miss Abigail Thornton nearly faints—unless her sudden collapse is a calculated act.

Investigators gather their courage and examine the evidence left by the victims, revealing the weapons used in the crimes.

Suddenly, the barn near the wine press catches fire, adding to the chaos. The flames cast eerie shadows, highlighting the distrustful gazes of the guests.

As a final desperate attempt to uncover the culprits unfolds, death strikes again near the fountain.

Panic spreads among the remaining guests. Top hats and flowing gowns swirl in a last macabre dance, scattering souls across the mysterious estate of Sombreval Manor. »

Create the Mystery

Each player knows their role as defined by their card, which they keep secret. Assassins are part of the same team and must recognize one another, but they must remain hidden from the investigators.

Ask all players, including yourself, to close their eyes and cover them with their hands. No cheating, as it would ruin the game! Then, ask the assassins to open their eyes. They will see who among the players has their eyes open, identifying their teammates. After a few moments, instruct the assassins to cover their eyes again, and then ask everyone to open their eyes.

Now, the assassins know their allies and their targets—the investigators they will attempt to eliminate during the game.

Placing the weapons

Place the weapon tokens in the center of the table for everyone to see.

The dagger is a close-range weapon, used when assassins are alone with their victim.

Poison is a stealthy weapon, placed on plates or under glasses to target victims discreetly.

The revolver allows for long-distance kills but risks revealing the assassin's identity.

The bomb is a powerful yet dangerous weapon that can also kill assassins.

Distribute the weapons in small, visible groups of 4 to 6 tokens in discreet locations around the house or apartment. Prioritize places like the bathroom, balcony, or garage—spots where assassins can retrieve them without being noticed. Announce these locations to all players.

Objective of the Game

The assassins’ goal is to eliminate all the investigators, while the investigators must uncover and stop the assassins before it’s too late.

Exploring the Mansion

At the start of the game, assassins must carefully retrieve weapons without drawing attention to themselves. They should avoid taking all the tokens from one location, instead taking a few from different places to leave weapons for their teammates.

This requires patience and timing, as the assassins should act when the group’s attention is elsewhere or when they feel unobserved.

Melee

To assassinate someone with the dagger, the assassin must be alone with the investigator. The assassin must touch the investigator with the dagger and say, "I am the assassin of Sombreval." The investigator is then eliminated.

Poisoning

To use poison, the assassin must secretly place the poison token under a glass, on a cutting board, between fork tines, on a plate, on a phone, or even on a piece of pizza. When the investigator discovers the poison, they declare, "I was poisoned by the assassin of Sombreval," and are eliminated.

Sniper

To assassinate with the revolver, the assassin must visibly raise their arm holding the revolver and make eye contact with the investigator. The assassin "shoots" by winking at the target, who then declares, "The assassin of Sombreval killed me," and is eliminated. The assassin must quickly lower their arm to avoid being spotted by others.

Bomb Attack

An assassin can plant a bomb by hiding the token under an object, such as a bottle, glass, or phone. When an investigator accidentally moves the object, the bomb "explodes." All investigators within one meter of the bomb are eliminated and declare, "The assassin of Sombreval killed us." If assassins are in the blast radius, they are also eliminated.

Silence After Death

When an investigator is eliminated, they are no longer allowed to discuss the game with other players. They must accept their elimination gracefully and announce it according to the rules (e.g., acknowledging a poison, revolver, or dagger kill). If eliminated by the dagger, the investigator should wait at least five minutes before announcing their elimination, so as not to disrupt the game or draw suspicion.

Game Master Role

The player who explains the rules, whether an assassin or an investigator, acts as the game master to ensure the rules are followed during gameplay.

For example, if a player fails to notice a poison or bomb targeted at them, the game master has the authority to remind them of their elimination. Acting in this neutral role prevents suspicion of the game master’s true identity.

Judgment Calls

At any time during the game, an investigator can call out “Judgment!” to accuse another player of being an assassin. The investigator must name the player they suspect. If the accused player is indeed an assassin, they are eliminated, and the game continues. If the accused is innocent, the accusing investigator is eliminated instead.

During a judgment, assassins are not allowed to make any kills. This ensures fairness and prevents chaotic murders while accusations are being resolved.

End of the Game

The game ends if all assassins are exposed and eliminated. The winning investigator is the one who uncovered the most assassins.

Alternatively, the assassins win if only one investigator remains alive. In this case, the last investigator announces their survival and escapes Sombreval Manor.

Start the Game!

Everything is ready. Don’t forget who you are and what you must do. Play throughout the evening while engaging in other activities—drinks around the table, conversation, cooking, setting the table, going out on the terrace, dining, dancing, stepping outside, or even playing other games. The Killer Wink isn’t played solely around the table; it’s woven into the background of your evening.

Tips

For Investigators: Trust no one—any player can lie. Observe other players’ movements, actions, and hands closely. You might catch someone placing poison or a bomb, firing a revolver, or deducing a close-range kill by their location.

For Assassins: Be discreet and patient. Don’t panic. Take your time collecting weapons, acting only when the moment is right. Strike in the shadows or during moments of distraction or group excitement. Avoid drawing attention to your movements, especially after a kill. For instance, if you use a dagger, rejoin the group through another door to avoid suspicion.

Alternate Versions

Hypnosis: A group of assassins (at least two), alone with an investigator, can "hypnotize" the investigator. They do this by showing their weapons and declaring, "You are hypnotized." The investigator must then take a revolver and eliminate the first player they encounter. Afterward, they must "commit suicide" with the revolver.

Murders During Judgment: Assassins can kill during a "Judgment" phase. However, be cautious—even in a group, assassins may strike with a revolver or dagger before investigators can act.

French Version

Buy the Game in English

The pocket version of the game in English is available on The Game Crafter website.