Night of the Mummy
Night of the Mummy Rulebook
Table of Contents
Table of Contents
Introduction
Night of the Mummy is a game of deduction. Observe the other players, ask the right questions, and be the first to deduce everyone's identity.
Every guest is unique: each has a different power, and some even have extra ways to win!
This game can be combined with Dracula's Feast: New Blood, but that game is not required to play.
What's in the Box
- 10 Guest cards
- 10 Accusation cards
- 16 Whisper cards
- 8 Double-sided Reference cards
Reference Cards
Before starting the game, give every player a Reference card. One side lists the actions available on your turn. The other side lists all 10 guests. This card has almost everything you need to know, so after reading the Setup and Gameplay sections, you'll be ready to party!
If you're ever unsure how a card works, refer to the Guests section.
Setup
Choosing Guests
Choose Guest cards, which must include The Mummy. Guests can be chosen at random, or you can pick your favorites as a group. Return all unused Guests to the box.
- 4 players: 6 guests
- 5-6 players: 7 guests
- 7 players: 8 guests
- 8 players: 9 guests
Advanced Guests
When learning (or for a faster game), don't include any Advanced Guests (Magic Mirror, Phantom of the Museum, Picture of Dorian Gray). For a longer game or for experienced players, multiple Advanced Guests can be used in a single game.
Preparing the Feast
Accusation Cards
Place the Accusation cards (with the Accusation symbol) for all chosen Guests in a face-up display in the middle of the table, so everyone can keep track of who is in the game. These will also be used during accusations.
Whisper Cards
Each player takes 2 Whisper cards: 1 Yes, 1 No. These should be held in your hands, so players cannot track which card is which.
Mystery Guests
Shuffle all the chosen Guest cards except The Mummy. Place 1 Guest card face-down in the center of the table. In a 4-5 player game, place an additional Guest card face-down in the center of the table. Face-down cards in the center of the table are Mystery Guests. (The Mummy cannot be the Mystery Guest — it's her night!)
Player Guests
Shuffle The Mummy in with the remaining Guests and deal 1 to each player, face-down.
This is your Guest card. You may look at your card, but don't show it to anyone else.
Gameplay
The player who most recently visited a museum goes first, and play continues clockwise. (If you play more than one game, the winner of the previous game goes first.)
Your Turn
On your turn, you must either Inquire, Dance, or Accuse.
Many guests have special effects that relate to specific actions. When you're first learning the game, it's a good idea to regularly check your Guest card when other players take their turns to see if you need to do anything special, if you can use an ability, or if you're a character who hides their face while dancing. For example, Sarcophagus must accept all dance requests, whispers Yes to all Inquiries, and hides their face in every dance they're in.
Inquire
Choose another player and ask if they are a specific Guest (for example, "Are you the Gargoyle?"). They must Whisper their response by secretly passing you a face-down Whisper card. Look at their card and pass it back.
The player must Whisper Yes if your guess was correct, and No if it wasn't. Unless their Guest card says otherwise, they must respond honestly.
Do not answer out loud! Passing a Whisper card ensures only the player that made the Inquiry knows your response. If you accidentally answer out loud, you must still pass a Whisper card.
Dance
Choose another player and ask them to Dance ("Would you care to dance?"). They must declare out loud whether they accept or refuse.
If they accept:
- Each other player closes their eyes.
- You and the player you're dancing with both hold up your card and show your role.
- If your character hides their face, show the back of your card instead of the front.
If they refuse:
- Choose a different player and make an inquiry of them (not a dance request).
- You may not choose the player who just refused your dance. If there are no eligible players to Inquire, your turn ends immediately.
Many characters have special abilities that trigger during a dance - players with their eyes closed should drum lightly on the table to block out the sound of any actions. Once all special actions are complete, the player who asked for the dance should let the other players know they can open their eyes.
Accuse
Accusing is the main way to win the game!
First, reveal your Guest card. Then, place an Accusation card face-up in front of each player who has not yet been revealed. Choose carefully! Once you have placed an Accusation card in front of a player, you can't take it back.
Example: The Phantom of the Museum reveals herself and accuses each of the other Guests. She leaves the Gargoyle and the Sasquatch's Accusation cards in the center (as well as her own), because she believes they are the Mystery Guests.
All unrevealed players must then pass you a face-down Whisper card: a Yes if the Accusation card matches their Guest card, a No if it doesn't. Players must respond honestly to accusations.
Shuffle the Whisper cards passed to you so that you won't know which response came from which player. Then, reveal them to everyone.
- If every card is a Yes: You win, and the game is over!
- If any card is a No: Your turn is over and the game continues. Shuffle together all the Whisper cards (both those passed to you and the remaining cards held by players) and deal everyone a Yes and a No. This ensures that no one can tell what everyone answered.
Whether or not they have an alternate win condition, every Guest can win by making a fully correct accusation!
Details & Clarifications
Revealed Guests
Once a Guest is revealed, they continue to play face-up. Keep their accusation card in front of them.
A revealed Guest may not ask other players to Dance or accept dance requests.
When another player makes an accusation, revealed guests do not pass a Whisper card.
Otherwise, a revealed Guest plays as normal. They may still inquire, accuse, and use their abilities.
Some abilities say 'reveal to'. These abilities cannot be used once the Guest is revealed.
Hide Face
Guests who hide their face hold up the back of their card during a dance.
Mystery Guests
Mystery Guests do not return Whisper cards during accusations. You may not make an inquiry of them or ask them to dance.
Tie-Breakers
If multiple Guest abilities would happen at the same time, start with the player whose turn it is, and resolve the ability of each Guest going clockwise around the table.
Neighbors
Your Neighbors are the players sitting to your left and right.
Table-Talk
Players may say whatever they like out loud, but Whisper cards responding to inquiries and accusations must be honest (unless your Guest ability allows you to lie).
The Guests
The Mummy
The pharaoh-est of them all.
The Mummy is in every game and can never be the Mystery Guest. She hides her face when she dances. The Mummy whispers No to every inquiry. She must still respond honestly to accusations.
The Archeologist
Won't stop digging up the past.
She must accept all dance requests. The first time she accuses, she only uses The Mummy's Accusation card. If she is correct, she wins.
The Cat Burglar
Is planning the purrrfect crime.
After the Cat Burglar dances with a player who is hiding their face for the entirety of their dance, she may reveal to make an accusation, accusing only that player. If she is correct, she wins.
The Sarcophagus
Is trying to keep a lid on it.
The Sarcophagus hides its face when it dances. It must accept all dance requests. It whispers Yes to every inquiry. It must still respond honestly to accusations.
The Sasquatch
Has big shoes to fill.
The Sasquatch shows his face if his neighbor is in the dance or joins the dance. Otherwise, he hides his face. During any dance in which he shows his face for any reason, he may look at a Mystery Guest.
The Gargoyle
Is ready to rock and roll.
The Gargoyle may join any dance he is not a part of by revealing his role to everyone in the dance.
The Statue of Anubis
Is the overdog of the underworld.
It hides its face when it dances. After the Statue of Anubis has a dance request rejected, it must reveal a Mystery Guest and then make an accusation.
Advanced Guests
The Magic Mirror
Is shattering expectations.
During a dance with the Magic Mirror, any guest hiding their face must show their face. The Magic Mirror may not request dances.
The Phantom of the Museum
Is a smooth opera-tor.
She hides her face when she dances. After whispering No to an inquiry, she may reveal to make an accusation, accusing only the player who made the inquiry. If she is correct, she wins.
The Picture of Dorian Gray
Is having a wilde time.
He hides his face when he dances. While dancing, he may show his face to take a face-down Mystery Guest card, placing the Picture of Dorian Gray card face-down in its place. He plays the rest of the game as the new guest. The Picture of Dorian Gray may not request dances.
Combining Sets
Night of the Mummy can be played in combination with Dracula's Feast: New Blood and all subsequent games in the Masquerade series. During setup, combine cards from the different sets using the following guidelines:
- When combining cards from different sets, The Mummy does not need to be included in every game.
- Use the dance rules from Night of the Mummy when using any of the cards from this set.
- If playing with a guest who hides their face while dancing, include at least one other guest who hides their face.
- If playing with The Archeologist, also include The Mummy.
- If playing with The Cat Burglar or The Magic Mirror, include at least 3 guests who hide their face while dancing.
Dracula's Feast: New Blood guidelines:
- When combining cards from different sets, Dracula does not need to be included in every game.
- If you include Van Helsing or Alucard, also include Dracula.
Promos:
- If you include The Bride of Dracula, also include Dracula.
- Never include more than one version of The Mummy in a game.