“The House lives. It listens. It kills.”

Welcome to The House of Whispers, a haunted mansion where nothing is as it seems. Seventy souls enter, but only a few will leave alive.

The walls remember. The shadows hunger. And among you, hidden behind masks and smiles, are Killers.

Their mission is to eliminate the living before they are discovered. Your mission is to survive the night, if you can.

🕰 THE GAME

The night unfolds over five rounds, each divided into two distinct phases. Time is your enemy, and trust will be your downfall

You will be given a player number. Keep it visible at all times.

PHASE 1 – THE HUNT

(Killer Phase) (8 minutes)

The Killers move in silence. Eyes shift. Hearts race. Innocents scatter through the dark, praying not to feel a whisper on their neck.

Killers must kill. Others must survive, hide, and observe.

PHASE 2 – THE TRIAL

(Vote Phase) (8 minutes)

The living gather to seek justice or revenge.

1. The Debate (5 minutes): Accuse. Defend. Deceive.

Let chaos reign. Use your wits and paranoia to survive.

2.The Vote (3 minutes):

•⁠ ⁠Point your finger. One must fall.
•⁠ ⁠The player with the most votes dies.
•⁠ ⁠In the case of a tie, the House demands another vote until someone is gone.

Be wise and eliminate a Killer. If you fail, the House may grow furious, especially if you condemn one with special abilities.

☠️ THE ART OF KILLING

Killers are chosen by the House and possess four methods of death. They must act smoothly to remain unseen, and in each round, they must kill - or they die.

1.⁠ ⁠The Whisper: They softly say “You are a Ghost.” You are dead.
2.⁠ ⁠The Killer Card: They reveal their Killer Card to their victim. The victim is doomed.
3.⁠ ⁠The Pinch: A subtle pinch to the neck seals your fate.
4.⁠ ⁠The House’s Will: If the House announces your number, death has found you.

💀 WHEN DEATH FINDS YOU

Death is not the end. Now, you are a Ghost.

1.⁠ ⁠Count 25 seconds, then perform your death theatrically.

Scream, collapse, or fade. Make your fall worthy of the House’s applause. Let every corner of the mansion know that someone has died.

2.⁠ ⁠Stay where you have fallen. Display your number clearly.

Speak no words. The dead do not gossip — but they watch. And we invite you to observe.

3.⁠ ⁠When summoned by a Guardian of Whisper, rise and follow them to the Ghost Room, where your story may not yet be over.

🏆 THE ENDGAME

•⁠ ⁠Killers win if they outnumber the Innocents after Round 5, with at least four Killers remaining.
•⁠ ⁠Innocents win if every Killer is unmasked and eliminated.

⚖️ SACRED LAW OF THE HOUSE

Fail to comply, and you are dead.

1.You must never reveal your role or special ability unless asked by a Guardian of Whisper.
2.Only Killers may speak the phrase “You are a Ghost.” If anyone else dares to say these cursed words, the House itself will claim them with immediate elimination.
3.Your player number must remain visible at all times.

👁️ GUARDIANS OF WHISPER

The Guardians serve the House.

They see what you cannot, know what you should not, and speak only when the House allows it.

They are neutral — or so they claim.

Trust them carefully, but always obey their command. Always.

🕯️ FINAL WORDS FROM THE HOUSE

This is not just a game. It is a haunting. Play boldly, die beautifully, and whisper carefully.

Remember:
The walls have ears.
The dead have voices.
And the House sees it all.

DISCOVER THE TALE OF WHY YOU ARE BEING SUMMONED

They say every soul that walks The Rocks leaves something behind.
Some leave laughter. Others, regret.
But the ones who entered this house left only whispers.
And when they are not invited, like Thomas Warn, they are sacrificed.

They say every soul that walks The Rocks leaves something behind.
Some leave laughter. Others, regret.
But the ones who entered this house left only whispers.
And when they are not invited, like Thomas Warn, they are sacrificed.

Long ago, at 43 George Street, this terrace belonged to a family of merchants and sailors who vanished without a trace after a storm swallowed their ship.
When rescuers entered the home, every clock had stopped at the same hour, and words had been carved into the dining table: “The House Lives.”

But the House did not rest.
In the years that followed, strange things stirred within its walls. Windows breathed. Footsteps echoed without owners. And a voice whispered a single name: Thomas.

He was found one October night, cut into pieces upon the parlour table, the word WHISPER painted in blood. His spirit never left. Each year, as the veil thins, the House calls out again, craving new souls to play its game.

Each October, shadows return. Guests arrive, drawn by the same voice that calls from the dark: “Come play my game.”

Inside, the air is thick with secrets. The walls listen. The ghosts remember. Some who enter are chosen by the House to kill. Others are chosen to survive. But all must obey its rules.

Some say the House is cursed. Others believe it is alive, feeding on fear, lies, and betrayal.
Every whisper keeps it breathing.

And tonight, it awakens once more.

Welcome to The House of Whispers.
Trust no one.
The House is listening.

PASSWORD