Ghost Manor. Last until dawn
A storm traps you in an old manor until morning. Hugo the butler greets you with an unsettling grin: “Until dawn, the manor’s treasures are yours. If you last.” Every player for themselves, you search the rooms, hoard coins and relics and try to keep your nerve, because the White Lady walks the halls and she hates whoever is richest. At midnight one of you is secretly possessed. At dawn, whoever gets out with the biggest haul wins. Spooky and funny, never gory.
The game is currently in Latvian; an English version is in progress.
Free to play right now. Sign-up needs an invite code from the host of your room.

Your rooms are ready and the lady has been informed. And please, no screaming after midnight — it only encourages her.Hugo the butler
- Type
- Survival and treasure
- Players
- 3–6 players
- Length
- short night up to ~13 min, long up to ~19 min
- Language
- Latvian only
- Price
- Free for now
How one hour of the night goes
Each round is one hour of the night, and everyone acts at the same time. The short night runs from 10 pm to 6 am (8 rounds), the long night from 6 pm to 6 am (12 rounds). Hugo the butler narrates.

Plan and move
Everyone secretly picks whether to stay put or move to a neighbouring room, and may play one card. Staying put without playing a card means resting, which restores courage. Then all the figures move at once. The manor is a 5×5 grid of rooms, and an unseen room is only revealed when someone walks in: the library, the crypt, the attic, the conservatory…

A room event
Everyone gets their own event for the room they are standing in: a music box starts playing by itself, someone stares back out of a mirror. Two or three choices, each with its own outcome — treasure, courage, a relic, a card or a sudden trip to another room.

Search while you dare
You search the room one token at a time: coins, a relic, a card… or a creak. Stop and bank what you found whenever you like. Two creaks in one search and you lose everything from that search, plus some courage. A plundered room gets poorer.

A mini-game for everyone
Every second hour, and always in the last hour before dawn, everyone plays one of six mini-games at once, fainted players included. The winner gets 4 treasure, last place loses courage.

The White Lady moves
At the end of every hour the White Lady drifts one room closer to whoever has the most treasure. If she stops in a room with players in it, each of them loses courage and drops one treasure on the floor — for the next searcher to find.

Midnight
When the clock strikes twelve, one player who is not in the lead is secretly possessed. Only they know it. Until morning they profit from everyone else’s fear, and the White Lady leaves them alone.

Dawn
At six in the morning the front door opens. Anyone in the entrance hall or no more than two rooms away escapes and gets +5. Anyone lost further inside loses half their treasure. Then come the relic bonuses, the possessed player is unmasked, and the biggest haul wins.
Six heroes
At the start everyone picks a hero, and each hero can be taken by only one player. Everyone has courage — usually five points. When it runs out, you faint.
The ReporterWhile searching, she sees the next token before deciding whether to draw it.
Aunt EllaThe toughest: starts with six courage instead of five.
Ojārs the CookSalt and rest restore one extra courage for him.
Līva the GothGhosts do not scare her: each hour, the first hit from the White Lady, a haunting ghost or a Scare card does not touch her.
Rihards the AthleteCan move two rooms in a single move.
Professor VairaA relic collector: every relic set gives her +2 more.
Relics. There are five kinds of relic to find in the manor: a candle, a locket, a mirror, a rosary and a skull. At dawn each pair of the same kind is worth +3, three different kinds +6, and all five different kinds +12.
Six mini-games
Everyone plays at once, fainted players too — as ghosts. All of them work with touch, a mouse or a keyboard.
| Mini-game | What you do |
|---|---|
| Key in the dark | A key is hidden in a dark 4×4 grid. Shine your flashlight and the game says “hot”, “warm” or “cold”. The fewer tries, the better. |
| Séance | Five candles flare up in a sequence. Repeat it; the sequence keeps getting longer. |
| Hide! | The ghost drifts closer. When her eyes snap open, hit “HIDE” — not too early, not too late. Three times. |
| Falling chandelier | Three lanes, six chandeliers. Get into a safe lane before the chandelier falls. |
| What changed? | Six portraits, a moment of darkness, and one portrait has changed. Spot which one. |
| Knocks | For six seconds someone knocks on the door in an uneven rhythm. How many knocks were there? |
What makes it fun
The richest is the target
The White Lady always heads for whoever has the most treasure. Leading means running, while the player behind quietly searches the rooms.
One more token?
Every search is a gamble: one creak is a warning, the second and it is all gone. And yet you always want to draw just one more.
Nobody sits out
Faint and you become a ghost: you haunt the living, play every mini-game and can wake up again. After midnight the possessed player plays a secret game of their own.
Frequently asked questions
Can I play it in English?
Not yet. The game is currently in Latvian; an English version is in progress. The events and Hugo’s lines are in Latvian, while the mini-games need very little reading.
How do you win?
Whoever has the biggest total after dawn wins: treasure, the escape bonus and relic bonuses. In a tie, the player with more courage wins, then the one holding fewer cards.
What happens if I faint?
When your courage drops to zero you faint: half your treasure stays on the floor of the room and you become a ghost. Each hour a ghost picks a room to haunt — the living there lose courage, and if someone really is frightened you gain one treasure — and plays every mini-game. After two hours, or by beating every living player in a mini-game, you wake up in the entrance hall with three courage. Anyone still fainted at dawn keeps half their treasure, while relic bonuses count in full.
What is possession?
At midnight one player who is not in the lead is secretly possessed. Only they know it. Until morning they gain 2 treasure whenever someone in their room loses courage, can scare someone once an hour without a card, and the White Lady never strikes them. At dawn they are unmasked.
What is the difference between the short and the long night?
The short night is 8 hours (10 pm to 6 am) and by its timers takes up to ~13 minutes; the long night is 12 hours (6 pm to 6 am) and takes up to ~19. If everyone decides quickly, it is shorter still. The long night has more mini-games and more rooms get revealed before midnight. The host picks the length in the room.
What cards are there?
Seven kinds: Key (locks the door to a neighbouring room), Scare (someone nearby loses courage), Flashlight (your next search ignores the first creak), Holy water (blocks the next courage loss or the ghost), Secret passage (move to any revealed room), Thief’s glove (steal 2 treasure from someone in your room) and Salt (+2 courage). You can hold up to three cards.
Can I play on a computer?
Yes. The game runs in the browser, and every mini-game can be played with touch, a mouse or a keyboard.
What if someone disconnects or loses internet?
Every phone needs an internet connection. The game does not wait for a disconnected player: every phase has a timer, and an unanswered event takes its first choice. When they reopen the page, the game finds them by their account and lets them back in where they were.
Is it scary?
It is spooky but funny — no blood and no horror. The White Lady frightens people and takes their courage, but she never hurts anyone.
Goes well with this game
Ghost Manor suits an evening when the group has a quarter of an hour or a little more for a good gamble.
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Last until dawn
One person creates a room, the rest join with a four-letter code. Nothing to install. The game itself is in Latvian for now.
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