More drawbacks
Scott Alan Woodard of the San Fernando Valley Gamers (#116),
I agree on what you say, but I would like to add some other drawbacks:
1) As you mention, the rules are a little bit too short (though short is normally nice). We had to add a couple of rules of our own to the whole tile placement mechanic. The house is a tough one to set up (good) rules for. Sometimes it is hard to know what is an illegal placement, when it may take another 10 tiles to realize that "_that_ one must have been illegal".
2) One of the best things with the game is the whole chilly mystery atmosphere, built up by that envoys don't know which ghastly being is "the Master". Since the original Minion pretty easily is "Cured" (by the card with the same name), that mystery is quickly revealed. Since the Minion is now an envoy, of course he would tell everyone else everything about the Master. The envoys seldom have to make it all the way to the crypt before getting to know the facts in this - as I see it - spoiler way.
We have added a rule to "cure" this problem or at least make it happen less often:
'Until the first Minion has already been an Envoy, he is not effected by the card "Cured"'.
In this way, the envoys and the Minion have to meet before the Master can be revealed in the "spoiler way".
Despite these to drawbacks, Black Morn Manor is an excellent game with a whole lot of replayability!