The Errant Ether · companion game

The Mapless House

Solo horror for one deck of cards. The house draws itself around you. Something else is already inside.


The Mapless House, first edition. Stray Current Studio, straycurrentstudio.com/games/the-mapless-house/

First edition, October 2026. The Mapless House is coming soon as a print-and-play release. These rules are free to read, print and play now with any standard deck of cards.

You wake inside a house that has no plan. Every card you draw lays down another corridor or room, and somewhere in the deck is the way out. When the Exit appears, so does the thing that was waiting at it. Reach the Exit before it reaches you.

One player. Fifteen to forty-five minutes. No dice, no app, no one to ask.

What you need

Setup

Split the deck into these parts:

PartCardsUse
The Entrance♦ AceFace up in the middle of the table. Put your token on it.
The Stalkers♠ Ace and ♣ AceSet aside. They enter play later.
The Narrative deck♠ and ♣ 2 to King, plus the ♥ Ace (25 cards)Shuffle face down. It builds the house. The ♥ Ace is the Exit.
The Mind deck♥ 2 to King (12 cards)Shuffle face down. Your nerve.
The Body deck♦ 2 to King (12 cards)Shuffle face down. What the house does to you.

Leave room beside the Mind and Body decks for an Aside pile each, and room for a Refused pile.

Building the house

Cards go on a grid, edge to edge. Only cards that share an edge are connected; corners don't count.

Every time you place a card, read its dread line.

A card's value is its threshold, the strength it takes to stand in that place: 2 to 10 at face value, Jack 11, Queen 12, King 13.

Phase one: mapping

You don't move yet. Draw one card at a time from the Narrative deck and place it, until the Exit appears.

The Exit

The Exit can only open once the house has shown itself: once all twelve cards of one black suit (♠ 2 to King, or ♣ 2 to King) have left the Narrative deck, placed or refused.

Phase two: the hunt

Start with a Move. After that, every turn runs in this order:

  1. Expand. Draw one Narrative card and place it, following the building rules. Skip this if the Narrative deck is empty.
  2. Move. Move your token one step to a card that shares an edge with yours. If you are held, you can't move: skip this step.
  3. Encounter. Turn the top card of the Mind deck and the top card of the Body deck. Add them together, plus any cards already holding you.
    • Equal to or over the threshold of the card you stand on: you hold your nerve. All those cards go to their Aside piles.
    • Under the threshold: the house holds you. Leave the cards face up beside you. They count again next turn, and you can't move until you break free.
    The Entrance and the Exit have no threshold; you always succeed there.
  4. The Stalkers move. Every Stalker on the table takes one step toward you, after every Encounter, whether you won or lost.

Running dry. When you need to draw from the Mind or Body deck and it is empty, shuffle its Aside pile to make a new deck. The first time this happens, the ♣ Ace Stalker appears on the Entrance at the end of that turn.

The Stalkers

Getting out

Escaped: you step onto the Exit before a Stalker reaches you. The house remains. Consumed: a Stalker reaches you. There is no retreat.

Count the cards on the table when you finish. A bigger house is a harder escape.

Dread lines

Read the line for each card as you place it, aloud or on paper. By the end you have the house's story.

Value♣ Clubs♠ Spades
2 to 4Damp earth smell seeps through the walls.Shadows move across the ceiling.
5 to 7The ceiling feels lower than it should.Scratched photographs. All faces removed.
8 to 10The floorboards groan underfoot.Voices, too low to parse, bleed through the walls.
J, Q, KThe hallway breathes. Pulses.Someone whispers your name. Then silence.

Quick reference

SETUP      ♦A Entrance (you)  ·  ♠A ♣A Stalkers aside
           Narrative: ♠♣ 2-K + ♥A Exit  ·  Mind ♥ 2-K  ·  Body ♦ 2-K
CORRIDOR   2-10, touches exactly 1 card
ROOM       J Q K, touches 1-4 cards
DEAD END   last room touching < 2 cards takes the next corridor
REFUSED    no legal place -> Refused pile
EXIT       only after one black suit has fully left the deck;
           too early -> shuffle it back
           place beside the card farthest from the Entrance;
           ♠A Stalker starts on it

TURN       Expand -> Move (not while held) -> Encounter -> Stalkers
ENCOUNTER  Mind + Body (+ held cards) vs the card you stand on
           (J 11, Q 12, K 13; Entrance and Exit always pass)
           meet it: cards Aside   ·   miss it: held, cards stay
STALKERS   1 step toward you after every Encounter, through walls
DRY DECK   shuffle its Aside; first time -> ♣A on the Entrance
WIN        step onto the Exit   ·   LOSE  share a space with a Stalker
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