The Cabin Game Cards & Turn System: What to Prioritize

The official store says the current Early Access build contains 30+ cards, but a number on the store page is not enough evidence for an “all cards” database. This guide focuses on the card jobs that can be verified now and, more importantly, what decision each job creates during a run.

Room cards: the floor plan is part of the strategy

Room cards create the cabin one piece at a time. Current gameplay captures show specific Room cards including The Cellar, The Hallway and The Bathroom.

The Cellar Room card
The Cellar.
The Hallway T-shaped Room card
A T-shaped Hallway card.
The Bathroom Room card
The Bathroom.

A Room card is doing at least two jobs at once:

  • creating a route you may later need during a chase or Event;
  • creating a room where a clue can become relevant.

That is why “place whatever fits” is a weak default. The game itself warns that poor placement can stop future room expansion.

Tip warning that a bad room card layout can prevent adding more rooms
Current-build warning: room placement can close off later expansion.

Clue / graveyard decisions: drawing a new card is not always the best turn

Current in-game tips say a player can choose to take a clue from the graveyard instead of pulling a new card. That creates a meaningful turn tradeoff:

  • draw a new card and potentially expand or disrupt the state;
  • spend the turn controlling clue information you already have.

Near the end of a run, information can be worth more than novelty. If the cabin already contains the rooms needed to test the active clue, taking/working the clue is often the cleaner decision than adding another random effect.

Time and turn effects: progress can also be danger

Current footage contains cards that advance time, and the game explicitly tells players that the run ends when the player piece reaches 12 o’clock. That means a card that moves the track is not simply “progress.” It changes the amount of time left to finish the deduction and survive interruptions.

Use this decision check before playing a time-advancing effect:

SituationBetter question to ask
Exit room still unclearWill this move leave enough turns to reveal the remaining clues?
Visitor is closeDoes the effect create or remove breathing room?
Cabin has bad dead endsCould the next Event become harder because of the layout?
Three clues are already revealedIs another random draw worth the risk, or should the group commit?

Event cards: the text becomes a first-person task

Event cards can force the group out of the chairs and into the cabin. Verified examples include the Attic ritual and Musical Rooms. In both cases, the useful move is read the instruction first, then move. Current footage repeatedly shows groups losing time because they begin the encounter while still figuring out the rule.

See Events for the current-build instructions we can verify.

Why there is no “all 30+ cards” table yet

The official total is real. The complete named list, effects and current balance values are not yet reliably documented from first-party/current-build evidence. Publishing 30 rows filled from partial fan material would look complete while being less trustworthy.

For now, this page stays a decision guide. A full card database only graduates from HOLD_NO_INDEX when the current build can be documented card-by-card with reliable names, effects and version notes.

How this guide was verified

The 30+ total comes from the official Steam Early Access description. Room-card examples and placement warnings come from current gameplay frames supplied for the project. Graveyard and 12-o’clock rules come from current in-game tips/manual footage. Unknown card names/effects are intentionally excluded.