by Joe Dizzy
We played this haunt last night, and while we messed up a number of rules - like movement and traitor's use of the mystic elevator - there were two things, I'm still not entirely sure about.1) When a nightmare is removed (either because it's been destroyed or it has escaped), when does a new one spawn? During the traitor's turn? At the beginning of the next monster's turn or at the end of the next monster's turn? The latter would add a benefit to attacking the nightmares, as it would slow them down. If they just re-spawn before taking their turn, there is no point in attacking them at all.
2) Does the traitor win, if the nightmares kill all the heroes? I would assume so, as the haunt doesn't end (AFAICT) and the traitor could technically resolve the rest of the game on their own, letting every nightmare escape. It kind of makes sense, but considering the strength of the nightmares, seems a lackluster, albeit effective way to win the haunt as the traitor.