The Cabin Game Event Guide – All Event Card Solutions

If you’re playing The Cabin Game and have started running into the different Event Cards, you may have noticed that some are much easier to understand than others. Some give you a simple objective, while others can leave you wondering what you’re actually supposed to do.

In this guide, I’ll go through the Event Cards I’ve encountered so far and explain how each one works. I’ll cover the objectives, the important mechanics, and the strategies you can use to survive them.

The Cabin Game is still in Early Access, so some Events and mechanics can change with future updates. I’ll keep this guide focused on the current versions and explain anything that may be confusing while avoiding unnecessary spoilers where possible.

The Cabin Game Event Guide – All Event Card Solutions

Cutting Corners is a delayed Event, meaning nothing dangerous happens immediately after you play the card.

A man will appear standing in one of the cabin’s corners. After a few turns, he will turn around, which signals that the actual Event has started.

How to Complete Cutting Corners

Once the demon arrives, you need to quickly find a proper corner in the cabin.

I recommend finding a clear corner where two walls meet rather than trying to hide behind furniture. The game needs to recognize that you’re actually standing in a corner.

Once you’re there:

  • Move as close to the corner as possible.
  • Face directly toward the corner.
  • Wait for the instruction to appear at the top of your screen.
  • Read the condition carefully.
  • Turn around only if the condition applies to your game.
  • If it does not apply, continue facing the corner.

The instruction will generally tell you something along the lines of turning around only if a certain condition is true.

This is where you need to pay attention. If you turn around when you shouldn’t, the demon will catch you.

What Happens If You Fail?

If you don’t reach a valid corner in time, your position isn’t recognized, or you make the wrong decision, you’ll be caught and sent to The Cellar.

The other players can continue the Event, so one player’s mistake doesn’t necessarily end the entire Event for everyone.

The Attic Event Guide

The Attic Event sends one player into the attic at a time.

Your main objective is to find 5 totems, bring them back to the ritual altar, place them correctly, and light the ritual candles.

How to Complete The Attic

When the Event begins, look around the cabin for the ladder leading to the Attic.

Only one player can enter at a time, so make sure you are prepared before going up.

Once inside:

  • You cannot use your lantern.
  • Use the candle provided as your light source.
  • Search the Attic for 5 totems.
  • Look for their faint pulsing glow.
  • Left Click to pick up a totem.
  • Right Click to place it.
  • Bring each totem back to the ritual altar.
  • Put the totems into their correct positions.
  • Use your candle to light the ritual candles.

You don’t have to place all five totems before lighting the candles. You can complete these two objectives in either order.

Once all five totems are correctly placed and the ritual candles are lit, the Event is complete.

What If You Get Caught?

The Event Card gives you very specific instructions if you are caught:

  • Don’t look at it.
  • Drop the candle.
  • Run into the darkness.
  • Hide.

Following these instructions is important if you want to survive the encounter.

Lucky Clovers Event Guide

Lucky Clovers is one of the Events where knowing when not to take a risk can be just as important as getting lucky.

Your group needs to uncover 4 Clover Cards, but individual players must avoid collecting 3 Doom Cards.

How Lucky Clovers Works

At the beginning of each round, four cards are shown face-up on the table.

The cards can include:

  • Clover Cards – Count toward the group’s goal.
  • Doom Cards – Count against the individual player who reveals them.
  • Fish Cards – Neutral cards with no effect.

After everyone sees the cards, they are turned face-down and shuffled.

This means you don’t know exactly which card you’ll receive, but you still have useful information from seeing the cards before they were shuffled.

How to Reveal Your Card

Each player has a candle in front of them.

When you want to reveal your card, click your candle to blow it out.

You don’t have to reveal your card every round. You can also simply wait for the timer to expire.

If you reveal a Clover, it contributes to the group’s total.

If you reveal a Doom Card, it is added to your personal Doom count.

Once a player gets 3 Doom Cards, that player is sent to the elimination area and cannot escape from it.

Lucky Clovers Strategy

I recommend revealing cards one player at a time instead of having everyone take the risk together.

For example, if one Clover was visible before the shuffle and another player has already revealed it, you know that the remaining players don’t have to risk getting another card that round.

Before blowing out your candle, ask yourself:

  • How many Clovers were shown?
  • Has a Clover already been revealed?
  • How many Doom Cards were shown?
  • How many Doom Cards do I already have?
  • Is there actually anything useful left to gain?

Sometimes the smartest move is simply doing nothing.

The Tall Man Event Guide

The objective of The Tall Man is straightforward: turn off all the lights in the cabin while avoiding The Tall Man.

The Event Card tells you that he has no eyes and sees through yours, so keeping the cabin dark is the key to surviving.

How to Complete The Tall Man

Go through the cabin and find the light switches.

Turn the lights off room by room until the cabin is completely dark.

You should also avoid using your lantern unnecessarily because the light can make it easier for The Tall Man to find you.

Once all the lights have been turned off, the Event will be completed.

Red Balloons Event Guide

The Red Balloons Event is a combination of exploration and stealth.

Your objective is to pop balloons around the cabin until a gold balloon appears.

How to Complete Red Balloons

When the Event starts, the cabin becomes very dark.

Red balloons will begin appearing around the cabin one at a time.

To find them, I recommend listening for the music box sound and looking for the small light coming from the balloon.

Once you find one:

  1. Locate the balloon.
  2. Pop it.
  3. Listen for the next music box sound.
  4. Find the next balloon.
  5. Continue until the gold balloon appears.
  6. Pop the gold balloon to finish the Event.

I’m not certain exactly how many red balloons need to be popped before the gold one appears, so don’t rely on a fixed number.

How to Avoid the Creature

Once the creature becomes active, noise becomes extremely important.

Crouching lets you move quietly, while walking across carpet can also help reduce your footsteps.

The creature can investigate sounds, including the noise made when balloons are popped.

If it starts chasing you, create some distance first. Use doors and connected rooms to break its path, then crouch and continue moving quietly once you’ve gained enough space.

The Knight Event Guide

The Knight is one of the more complicated Events because you have to solve a statue puzzle while avoiding the Knight.

Your objective is to move the statues into the correct rooms according to the layout shown on the dining table.

The One-Room Rule

The most important rule is that you can only move one room per turn.

The Knight follows the same restriction.

The cabin lights tell you whose turn it is:

  • Lights On: Players can move one room.
  • Lights Out: The Knight moves one room.

Because movement is limited, you need to plan ahead instead of running around the cabin freely.

How to Move the Statues

The statues move in the direction they are facing.

To move one:

  1. Rotate the statue toward the doorway leading to the room you want.
  2. Wait for the movement phase.
  3. The statue moves into that room.
  4. Continue until the statue reaches its required room.

Two statues cannot occupy the same room.

If a statue is already in the correct room, rotate it away from any doorway so that it doesn’t accidentally move away.

Use the Dining Table

The dining table shows you where each statue needs to end up.

You only need to match the room locations. The statues don’t have to face the same direction as the ones shown on the table.

I recommend memorizing the required locations before moving around the cabin. Constantly going back to the table wastes valuable movement opportunities.

Avoid the Knight

Don’t enter the room where the Knight currently is.

You also need to be careful about the room he is moving into because sharing a room with him will eliminate you.

Keep track of his position and remember that he can only move one neighbouring room at a time.

Feeling Small Event Guide

The Feeling Small Event requires you to collect 10 toys and place them into a toy train.

The train tells you which shape it currently wants.

How to Complete Feeling Small

When the Event begins, look at the toy train.

A particular shape will be displayed, and you need to find a toy matching that shape.

Once you find the correct toy:

  • Pick it up.
  • Take it to the train.
  • Place it inside.
  • Listen for the short “toot toot” sound.
  • Check the train for the next requested shape.

The requested shape can change after every successful delivery, and it can sometimes ask for the same shape again.

Continue until you have correctly delivered 10 toys.

Finding the Toys

The cabin can become very dark during this Event.

The creature moves around the ceiling and drops toys into the cabin as the Event continues, so don’t worry if you can’t immediately find enough toys.

I recommend using your lantern only briefly if you can’t see the floor properly, then turning it back off.

Be especially careful when toys are falling nearby because the creature may also be above you.

How to Survive the Creature

If the creature starts chasing you, run first to create distance.

Use doors and loops in the cabin to get away. Once you’ve created enough distance, turn your light off and reduce your noise.

After you’ve delivered the 10th correct toy, the train will make a noticeably different whistle sound and the Event will end.

Musical Rooms Event Guide

The Musical Rooms Event has two alternating phases.

When the music is playing, you collect popcorn.

When the music stops, you need to reach the highlighted room.

Collecting Popcorn

While the music is playing, the cabin lights are on and popcorn appears throughout the rooms.

Collect the popcorn and bring it back to the large bucket in the starting room.

Keep doing this while the music continues.

When the Music Stops

Eventually, the music will stop and the cabin will become dark.

One room will be highlighted with a pink or purple glow.

You need to get inside that room before the danger reaches you.

Once the music starts again, you can leave and continue collecting popcorn.

Cabin Layout Is Important

Your cabin layout can make this Event much easier or harder.

If your rooms have long dead ends, reaching the highlighted room can become difficult.

Loops and multiple routes between rooms are much more useful because they give you alternative paths when you need to reach the safe room quickly.

Continue collecting popcorn and reaching the highlighted room until the bucket is completely filled.

Sick of Being Dead Event Guide

The Sick of Being Dead Event requires you to find medicine bottles and flush them down the toilet.

At the same time, you need to avoid the sick girl moving around the cabin.

How to Complete Sick of Being Dead

Search the cabin for medicine bottles.

They can appear inside cupboards, drawers, and other searchable locations.

When you find one:

  1. Pick up the medicine bottle.
  2. Take it to the Bathroom.
  3. Put it into the toilet.
  4. Flush it.
  5. Repeat until the required number has been completed.

The number displayed on the toilet tells you how many bottles you still need.

Avoid the Sick Girl

The sick girl will wander around the cabin during the Event.

The biggest danger is her vomit.

If the vomit hits you, you’ll be eliminated and sent to The Cellar.

Try to keep your distance and avoid getting trapped in rooms without an easy escape route.

Motion Sickness Tip

This Event includes a swaying and blurred-vision effect that some players may find uncomfortable.

If the effect is making you feel motion sick, lowering your mouse sensitivity may help. A setting around 25 can make the movement feel easier to manage, although this will depend on your personal preference.

The Basement Event Guide

The Basement Event is focused on repairing breaker boxes while avoiding Sparky.

Your group needs to repair every breaker and then return to the game table.

How to Repair the Breakers

Breaker boxes will appear around the area.

An unfinished breaker has a red light above it.

Walk up to one and interact with it to begin repairing.

The repair takes some time, so you need to remain at the breaker while the progress bar fills.

Once it’s repaired, the light turns green.

The number of breakers can change depending on the number of players and the difficulty.

Avoid Sparky

Sparky will roam through the area while you’re repairing the breakers.

Keep an eye on his location and avoid getting too close.

Some areas may look like good hiding spots, but they don’t always seem completely reliable. In my experience, it’s generally safer to keep track of Sparky and avoid crossing directly into his path.

How to Finish The Basement

Repairing the final breaker does not immediately finish the Event.

Once every breaker has been repaired:

  1. Return to the game table.
  2. Every surviving player must sit down.
  3. Wait for everyone to be seated.
  4. The Event will then end.

The Cabin Game Event Tips

The Events can look very different from one another, but a few general habits can make them much easier.

Pay Attention to the Event Card

Don’t immediately skip the Event Card.

The instructions often contain the most important information about the mechanic, especially for Events like Cutting Corners, The Attic, and The Knight.

Learn Your Cabin Layout

Knowing where your rooms connect can save you during several Events.

This is especially useful for Musical Rooms, Red Balloons, Feeling Small, and The Knight.

Don’t Always Rush

Some Events punish panic more than they punish slow movement.

Lucky Clovers is a good example. You don’t need to reveal your card every round, so sometimes waiting is the safer option.

Use Sound

Sound is extremely useful in Events involving creatures.

Music boxes, chase music, footsteps, and other audio cues can tell you where danger is or whether something has changed.

The Cabin Game Early Access Note

The Cabin Game is still in Early Access, so Event mechanics, card descriptions, objectives, and balancing can change.

Some Event Card wording may also change between updates without completely changing how the Event works.

Because of that, if you notice that a particular instruction or mechanic looks different in your version of the game, it may simply be due to a newer update.

I’ll update this guide as new Events become available and as existing Events change.