Floor Plan Winchester Mystery House

About Floor Plan Winchester Mystery House

Floor Plan Winchester Mystery House is designed by John Brieger and Marek Tupy and published by Source Point Games. Players take on the role of an architect designing the iconic San Jose, California house for Sarah Winchester.

Each round, a pair of dice are rolled, and players act simultaneously, using the dice to design the most mysterious and eccentric estate in the world. The design goals featured in the game are all real architectural and design features of the Winchester Mystery House, ranging from room designs to decor. One game might have you building the iconic Seance room, while another might spotlight the Daisy Bedroom where Sarah Winchester was allegedly trapped during the 1906 earthquake. Each game features a different six of the thirty goals, so when you play again, you'll have a whole new experience. After all, Sarah is always building...

Project Overview:

After Brieger Creative reached out to Licensing Works, the agents for Winchester Mystery House, we formed a triangle agreement with Ox Eye Media, the parent company of Source Point Games to publish a board game and comics based on the iconic house. We had developed the original Floor Plan game, designed by Marek Tupy, and felt this was a natural extension of the mechanisms of that game.

Designer John Brieger created and themed the new edition to adapt it to the specifics of the Winchester Mystery House, and added new mechanisms to the game that allowed the construction of multiple floors and the unlocking of powerful "spirit bonuses".

Services Provided:

Case Study: Licensed Versions of a System

Hi, this is John Brieger, designer of Floor Plan: Winchester Mystery House (and Studio Head at Brieger Creative).

Adapting the gameplay from Floor Plan to the new setting of Winchester Mystery House was delightful. Growing up in Northern California, I was fascinated by the stories and legends surrounding Sarah Winchester and her San Jose home. I have fond memories of my trips to the house as a teenager, and as an adult, I moved just a few miles down the road.

We wanted to make something that really captured the beauty and intricacies of the house's architecture.

While there were a number of production issues with the game's first print, it is still a game I'm proud to have on my shelf.