Betrayal at House on the Hill: Rules Overview

How to play Betrayal at House on the Hill: board game’s rules, setup and haunts explained

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  • The number of players, the length of the game, and an overview are all provided. Find out how many people will be able to participate in Betrayal and what you will be doing
  • Prepare for your first steps into the eerie home as we choose characters and place room tiles on the floor
  • The following are the game’s rules: This section contains a description of the rules for the board game’s exploration and haunt phases. The conclusion of the game and instructions on how to win: Whether you’re one of the survivors or the traitor, you’ll want to know how to come out on top – or even simply make it out alive.

The number of players, the length of the game, and an overview are all included. Find out how many people will be able to participate in Betrayal and what you will be doing there; Prepare for your first steps into the spooky home as we choose characters and place room tiles on the floor. Norms for the game: We explain down the rules for the exploration and haunt stages of the board game. Conclusion of the game and instructions on how to win You’ll discover how to come out on top, whether you’re one of the survivors or a traitor, and how to avoid being killed.

Player count, game length and overview

House on the Hill is a co-operative board game in which players explore a haunted home and strive to survive the horrors that await them inside. The game is played with three to six players and has a suggested age rating of 12+. It takes around an hour to 90 minutes to complete the game. In other cases, this might differ greatly depending on the haunt.

Setup

In order to prepare for later on, separate the books The Traitor’s Tome and Secrets of Survival from the other game components. You will use both of these books later on. The characters that players will be playing as are chosen by them. Each of the characters in Betrayal is represented on both sides of the card, with a distinct depiction of the same person on each side. Characters are significant not just because of their general personalities, but also because of their specific characteristics – certain characters are better at particular sorts of characteristics than others.

  1. Attach the little plastic arrows to each of the four characteristic tracks on your character card, repositioning them so that they correspond to the green coloured numbers on your character card – the traits you started with.
  2. Using the player board, you can learn more about each character’s distinct beginning characteristics – you can even learn more about their interests and birthdate!
  3. Then position them face down somewhere where everyone can see them.
  4. The basement landing tile, higher landing tile, and the lengthier entry hall/foyer/grand staircase tile should all be placed to the side of the main staircase.
  5. Place this stack in a convenient location for all players to access.
  6. Character miniatures may be readily distinguished from one another by examining the color of the backdrop of the character’s picture on their respective character card.
  7. Take all of the game’s dice and set them in a convenient location where the players may easily get them.
  8. See which of the player’s characters has a birthday that is the most recent and coincides with the current date – character birthdays may be found on the character card of the player.

The turn sequence begins with that character and progresses clockwise from there. Players wander about the home, exploring rooms and gathering up stuff, until the haunt is activated and someone is identified as the traitor, at which point the game ends. Image courtesy of Avalon Hill

Gameplay rules

There are two parts of Betrayal at House on the Hill. First, there is the exploration phase, in which all players are on the same team, and then there is the haunt phase, in which players are occasionally divided into various teams depending on the haunt they are investigating. You’ll encounter one of the numbered ghost situations during your game if you meet the prerequisites of a variety of different conditions. The group will go throughout the estate, witnessing different frightening happenings and collecting – occasionally – valuable things, until the haunt begins to take place.

Moving

Turns in the exploration phase normally consist of players wandering around the mansion’s chambers until they encounter an event or an omen, or until they run out of movement options, respectively. The amount of rooms a player may enter and go through is regulated by the speed attribute assigned to their character’s character. The speed of three means that an individual may go through three nearby rooms at the same time, for example. It is required that every time you move to depart a room, there be a tile to move onto.

  • As an example, if a player’s miniature is located on the first level, they must locate a first floor tile from the room tile stack.
  • Doorways are required to link the tiles of the rooms.
  • Even if not all entrances are capable of being linked, as long as there is at least one route in and out of a room, it is OK to proceed.
  • Image courtesy of Avalon Hill It is necessary to position certain tiles in specific locations in Betrayal because some of the tiles are unique.
  • Other areas need players to roll trait rolls in order to move through to the next room, while others provide players with the opportunity to win prizes if they pass a trait roll – we’ll get into the intricacies of trait rolls in a moment.
  • In the case of item cards, the player receives an item, which is put face-up in front of them and can be utilized during that turn.

On average, omen cards bestow a special skill on the player that is tied to the game’s haunt scenario, however this is not always true. Regardless of whether or not the omen card is an evident item, the player is required to set it on the table in front of him or herself.

Trait rolls

Turns in the exploration phase typically consist of players traveling around the mansion’s chambers until they encounter an event or an omen, or until they run out of mobility options. Depending on the character’s speed attribute, the number of rooms a player can enter and exit is decided. The speed of three means that an individual can go through three nearby rooms at the same time, as an illustration. The tile on which you are moving must be available at all times while you are leaving a room.

  • As an example, if a player’s miniature is located on the bottom level, they must locate a ground floor tile from the room tiles stack.
  • Doorways are required to link the tiles of the rooms together.
  • Not all entrances will be able to be linked together – this is OK as long as there is at least one route in and out of a room at any one time.
  • Photograph courtesy of Avalon Hill It is necessary to place certain tiles in specific locations in Betrayal because they are unique.
  • Several areas need players to roll trait rolls in order to move through to the next room, whilst others provide players with the opportunity to win prizes if they pass a trait roll – we’ll go over the specifics of trait rolls in a moment.
  • In the case of item cards, the player receives an item, which is put face-up in front of them and can be utilized during the current round.
  • On average, omen cards bestow a special skill on the player that is tied to the game’s haunt scenario, but this is not always true.

The Haunt

A player who draws a room tile with an omen depicted on it is required to take an omen card and make a haunt roll at the conclusion of their turn, which means they must roll six dice. A haunt happens if the sum of all the players’ omen cards is fewer than the current number of omen cards held by all of them. The player who is responsible for the haunt’s occurrence is known as the haunt revealer. In order to figure out who is the traitor and whatever scenario is being played in this game, it is necessary to know who the traitor is.

  1. According to the numbers on this chart, you will know the numbered situation you are in when playing this game.
  2. The number of the scenario in which you will be participating is displayed in the area where the omen card and the chamber come together.
  3. (If there is such a thing as a traitor.) This is frequently determined by the person who is carrying a certain object or by the person who was the haunt revealer.
  4. If one of the probable traitors is the person who reveals the haunting, then that person is the traitor.
  5. Each time an omen card is pulled, the player must perform a haunt roll in order to determine whether or not the haunt will manifest.
  6. They must locate the numbered scenario that you are now playing and carefully read through the instructions.
  7. If there is a traitor in the game, their ultimate objective is generally to eliminate all of the other players.

The Traitor’s Tome normally does a decent job at presenting what the traitor needs to know, but Betrayal can occasionally give rules or aspects that are jumbled and difficult to follow and understand.

All of the players who aren’t traitors are elevated to the status of heroes, and they are tasked with opening the Secrets of Survival book and finding the appropriate scenario.

The objectives of the heroes are frequently different, with some requiring players to locate a certain item or place.

Since its initial release in 2004, Betrayal has gotten a modified second edition, an expansion, and even a legacy game spin-off, among other updates.

The traitor will frequently be required to install tokens or various other components throughout the house in order to prepare it for the present situation.

Remember that the most crucial thing for the heroes to remember in this situation is to keep their aims and plans hidden as much as possible.

During their turn, all players must communicate what they are doing to their teammates, but they are not required to explain why they are doing it or what the overall strategy entails.

The same rules that applied during the exploration phase apply to all players now, with the exception of the requirement to execute a haunt roll after drawing an Omen card.

Once all of the heroes have been dispatched, it is time for the traitor to take his place.

Whenever a player character seeks to exit a room with an opponent present, they must pay an additional movement to do so successfully.

Each haunt has a distinct set-up and set of objectives for both the survivors and the traitor, and each haunt is different from the others. Image courtesy of Avalon Hill

Combat

A player who draws a room tile with an omen visible on it is required to take an omen card and make a haunt roll at the end of their turn, which means they must roll six dice in total. A haunt happens if the sum of all the players’ omen cards is fewer than the total number of omen cards currently in play. The player who initiates the haunting becomes the revealer of the haunt. In order to determine who is the traitor and which scenario is being played in this game, it is necessary to know the following: A haunt happens when the traitor’s tome is opened to the first two pages – and ONLY the first two pages – and the chart contained inside it is examined by the haunt revealer.

  • Whether the omen card they just received matches the room they were in, the haunt revealer checks the chart to see if there is a corresponding entry.
  • See if you can guess which player will be the traitor by looking at the chart beneath the table.
  • This is frequently determined by whomever is carrying a certain object or whether the individual was the one who revealed the haunted house to the public.
  • The traitor is one of the possible traitors if they are the one who reveals the haunting.
  • A haunt roll must be completed for each omen card that is pulled to determine whether or not the haunt will occur.
  • To participate, they must discover and read through the directions for the numbered scenario you are playing.
  • Traitors are frequently motivated by the desire to eliminate all of the other players in the game if they are present.

When it comes to describing what the traitor has to know, the Traitor’s Tome does a fine job most of the time, but Betrayal sometimes provide rules or aspects that are jumbled and unclear.

To be heroes, all of the players who aren’t traitors must open the Secrets of Survival book and look for the scenario that matches their character’s traits and abilities.

On the scenario’s page in the Secrets of Survival book, nearly invariably, all of the rules that apply are mentioned.

Photograph courtesy of Avalon Hill The rules of the haunting game It is at this point that everyone gathers around the table to begin the game’s haunt phase, which begins after both the traitor and the heroes are ready.

The Traitor’s Tome provides the player with detailed instructions on what items to place where in the game environment.

Even if the traitor want to speak out about their plans, it is recommended that the heroes maintain their intentions to themselves if they want any chance of prevailing.

Everyone takes a turn, starting with the hero to the traitor’s left and working their way around the circle in a clockwise direction.

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As an added bonus, any damaging or negative wording on a room tile is ignored, and the traitor is protected from being negatively impacted by event cards – this includes the Bite omen card, which is also ignored.

It is possible for the traitor to have any number of monsters under their power, depending on the haunt; these creatures take turns chasing after the traitor.

Whenever a player character seeks to exit a room with an opponent present, they must expend an additional movement to do so successfully. Survivors and traitors alike will find each haunt to be different in terms of layout and set of objectives. Photograph courtesy of Avalon Hill

Taking damage and Death

If a player character ever receives harm, they must suffer the complete damage caused by the attributes that caused the injury. A player who receives three speed damage, for example, will be required to shift the arrow on their character card down three spaces, which may result in their mobility being reduced. Anyone who has any of their attributes reduced to the skull emblem on their character card is eliminated from the game. It is the traitor’s responsibility to warn the afflicted hero if the hero player dies in some haunt situations, and it is the traitor’s responsibility to do so.

End of the game and how to win

The heroes will be declared the winners if they successfully achieve all of their objectives while keeping at least one of their characters alive. If all of the heroes perish, the team will be eliminated from the game. The traitor wins the game if they fulfill all of their objectives – or if all of the heroes are killed by the traitor. To demonstrate that they have triumphed or suffered defeat, the heroes will have to read aloud a paragraph from a scenario page in the Secrets of Survival book, depending on whether they have triumphed or suffered defeat.

Betrayal at House on the Hill: Rules Overview

This post includes affiliate links, which means that if you click through and make a purchase, we may get a commission at no additional cost to you as a result of your purchase. More information may be found here. Want something to go with the theme of your spookiest gaming night? Look no further. Check out this summary of the Betrayal at House on the Hill regulations to help you prepare for your evening. In Betrayal at Mansion on the Hill, you must first explore a cursed house with a small group of pals before attempting to live when one of those friends turns against you.

  • And it’s most enjoyable when played with a group that is really immersed in the role-playing parts of the game.
  • As a result, it’s the ideal game for a pleasant evening get-together with friends.
  • Let’s get this party started!
  • In these old houses, the floor has a tendency to give way under your feet at the worst possible moment.

Betrayal at House on the Hill Rules

You should find the following items in the box for Betrayal at House on the Hill:

  • Two haunt books – the Traitor’s Tome and the Secrets of Survival – are included in the set. These should be placed aside because you will not require them until the second part of the game
  • 1 tile for the entrance hall. As the first tile on the map you’ll be playing on, this three-tile long corridor acts as the starting tile. There are 44 tiles in the room. These will be utilized to dynamically construct the house as you progress through the game. Character cards and plastic miniatures (six in total) (Minis). The beginning skill levels of each character are indicated on the cards. Each Mini correlates to a Character Card, and each Mini has a color scheme that matches the Character Card. During the game, these miniatures reflect your character’s location on the map. 3Decks of Cards – 13 Omens, 22 Items, and 45Events are included inside them. When you enter a new chamber, you will occasionally be dealt one of these cards, which will either assist you or impede you. By drawing anOmen, you run the danger of setting off theHaunt. 8 dice are used. You’ll note that the numbers are off of the ordinary, and that some of the sides are blank. The blank sides are treated as a roll of 0 on that die, resulting in 30 clips. The ability scores on your Character Card are kept track of with the help of these items. Tokens of several kinds. It is unlikely that you would employ the majority of them in any particular game
  • Several of them are only used in certain events or Haunt situations.

2. The Basic Idea and Game Objective

When you watch Betrayal at House on the Hill, you are transported to the realm of B-movie horror. During the course of the game, there are two main phases. To begin, you and the other players will wander the home, laying down tiles and occasionally picking up cards from the three decks of cards available to them (Omens, Items, and Events). After surviving one of fifty Haunt situations in the first phase, the horror element of the game becomes more obvious in the second phase, when your brave heroes must band together to survive another.

Yes, you are correct!

One lucky participant will be designated as the traitor, and they will be given their own set of objectives.

You will not know who this individual is until the Haunt scenario is triggered by someone in the group. In the early stages of the game, this makes it difficult to place too much faith in one another. The person attempting to murder you when the Haunt begins might be any of the players!

3. Setting Up to Play

  • Making a plan for your game area is the first step in getting things started. Divide your three decks into three piles, one for each of the three categories: omens, items, and events. Place your beginning tiles in the center of the map, giving enough of space for the map to expand
  • The House on the Hill is divided into three levels: the top level, the ground level, and the basement. As previously indicated, the three-tile long hallway serves as the beginning tile for the ground level. There are also two landings: an Upper Landing and a Basement Landing, which serve as the beginning tiles for the floors on each side of them. Make a pile of the remaining tiles and place them face down in it. You will draw from this pile as you tour the home during the course of the game.

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4. Meet the Explorers

Last but not least, pick your characters. There are six Character Cards, each of which has two explorers from which to pick (the cards are two sided). The mini that matches with your Character Card (the color should match) should be located on the Entrance Hall tile and placed on the table. Note that each character has four major abilities: Might, Speed, Knowledge, and Sanity (or a combination of these). The initial ability scores for your character are shown prominently on your Character Card.

If you find it difficult to utilize the markers, which is likely to be the case, you can keep track of your ability scores using paper and a pencil.

After then, it’s time to.

5. Enter the House on the Hill

The Hill: Window’s Walk is included in the second edition. The character with the next birthday (which is listed on the Character Card!) will be the first to depart, with the rest of the characters following in a clockwise fashion around the table. You can move your character a number of Room Tiles equal to your Speed throughout your turn. There are doors that you can pass through – they are shown on the Room Tiles with yellow outlines. The first time you enter a room that hasn’t been explored, draw a Room Tile and position it next to the room you are leaving.

  • You must create a Room Tile that is appropriate for the floor that you are now on. The backs of the tiles indicate which kind of floors they may be installed on. Keep it aside if the top tile isn’t suitable for the floor you’re currently on and shuffle it into a new draw pile if you need it later. You must arrange the tile in such a way that the door in the Room Tile from which you are relocating touches a door in your new Room Tile
  • Otherwise, the tile will not work.

There are a few special tiles that have rules printed on them that describe the effects they have on the game. Your turn is ended when you run out of moves or when you uncover a room with a sign on the tile that indicates the end of your round. The symbols correlate to one of three draw piles – the bull’s skull for items, the spiral for events, and the raven for omens – and are represented by the symbols. Take a look at these more resources:

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6. Drawing Cards

If you draw a room tile with a symbol on it, you will be able to draw a card from the corresponding deck. No matter what you get, read the wording of the card out loud to the rest of the group. Items might be one-time-use cards that grant you a bonus or advantage on the turn in which you use them, for example. Equipment such as armor or weapons that will help you enhance your fighting ability might also be included. Continue to keep your item cards visible in order to keep track of what you’ve discovered.

It may be necessary for you to take certain risks in order to avoid a negative consequence.

Omens can be either beneficial or detrimental to your character, but no matter what you get, you will be one step closer to the Haunt.

If the result of the roll is fewer than the total number of Haunt cards that have been drawn so far in the game, the second phase will start! This is when things start to get interesting.

7. Triggering the Haunt

Betrayal at House on the Hill wouldn’t be a betrayal unless there was going to be, well, a betrayal in the story. If the Haunt roll fails, check the chart contained in the banned Traitor’s Tome to determine what to do next. This will reveal the scenario in which you will be participating, as well as the identity of the traitor! Examine the Room Tile you are now in, as well as the Omen card you drew in order to activate the Haunt. Prepare them on the table in the order of your scenario number.

A tie means that the person that triggered the Haunt is the traitor, and if there is no tie, there is no traitor.

8. Kill Your Friends!

Let’s be honest: this is exactly what you came to do. The reason you wanted to play a game called Betrayal at House on the Hill was because you were feeling betrayed. The traitor exits the room with the Traitor’s Tome in hand, intending to bring their “friends” down with him. If this describes you, you’ll open your Tome to the Haunt scenario number and familiarize yourself with your new objectives. As the traitor, you will be able to take use of several exceptional advantages during the second phase of the game, which will allow you to:

  • Neglect the negative impacts of the room
  • Ignore any event cards that appear. If you choose to accept an event card, you must accept the repercussions, whether they are positive or negative. Monsters created by the Haunt scenario can be controlled.

If you’re one of the last few players standing, you’ve earned the title of hero for the time being! It is up to each of the heroes to achieve their own set of missions in order to get out of the mansion on the hill. Give yourself some time to go over the scenario in your Secrets of Survival book and come up with a game plan. Once the Haunt begins, the turn order is reset, with the player on the traitor’s left taking the first round and working their way clockwise.

9. Running the Monsters

There are a few particular Betrayal at House on the Hill regulations to keep in mind when commanding the creatures for the traitor: As an alternative to moving them at their maximum speed, you must roll a number of dice equal to their maximum movement speed. The outcome determines how many tiles they can move throughout that turn. Most monsters are incapable of being killed, instead getting stunned if they are struck by a projectile during fight. Turn their token over until their next turn arrives, then skip that turn and turn the token back.

A hero must expend one more movement in order to exit a room that contains a monster.

10. Try Not to Die!

For the remainder of the game, the true action takes place, with both the heroes and the traitor competing to be the first to fulfill their objectives. The heroes are desperate to get away. The villain intends for them to perish. Hopefully, you were able to obtain some useful goods early in the game; you’ll need them here. This may also be an appropriate opportunity to inform the heroes that the traitor may not be aware of your aims. Be cautious about what you say in their presence. Additionally, at this stage in the game, you can attack your opponents on your turn.

  • In addition, your opponent rolls, and the difference between the two outcomes determines how much physical damage the loser receives.
  • When you receive physical damage, your physical ability scores (Might or Speed, divided as you see fit) are reduced by the amount of damage taken.
  • Any ability in which you are reduced to a score of zero results in your character’s demise.
  • We must emphasize that murdering the traitor does not constitute a victory for the heroes.
  • The game is over when either the traitor or the heroes have achieved all of the objectives outlined in their respective scenario guides.

So if you’re searching for a game to get you in the mood for Halloween, look no further! Betrayal at House on the Hillis precisely the dosage of campy horror you’ve been looking for to spice up your next gaming night. Pros:

  • This game is simple to play over and over again because of the fifty different situations
  • The taste of campy terror is wonderful
  • In the game, it’s entertaining to betray your pals
  • There isn’t a lot of depth to the game mechanics. A game can be ruined by a bad roll of the dice.
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How to Play Betrayal at House on the Hill Board Game

A step-by-step instruction on how to play Betrayal at House on the Hill, including the rules and how to get started. This game is a fantastic themed haunted home adventure board game with a haunted house theme. During the course of the game, you will discover that one of your closest friends is a traitor. The game may be played with three to six of your best friends. However, you have enough distinct character qualities and strategic decisions to make the story your own. You are just along for the ride of the numerous well-written storylines (50!

Playing Betrayal at House on the Hill should be done in the following manner:

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When it comes to Betrayal at Mansion on the Hill, each player selects a character to investigate an unsettling old house. As you move throughout the home, you’ll come across different rooms. When you enter a new room, you may discover something. or you may be discovered by something else. Explorers evolve during the course of the game (for the better or for the worse), based on how they respond to the house’s shocks. Every time you create a house, it is a unique creation. A haunt occurs at an indeterminate period throughout the game when one of the examined locations activates a scenario.

The remaining explorers are transformed into heroes who are fighting for their lives.

In order to survive the haunt, you must explore the home and strengthen your character before it begins.

The game of Betrayal at House on the Hill might be challenging, but it is best to approach the game one step at a time.

HOW TO PLAY BETRAYAL AT HOUSE ON THE HILL – STEP BY STEP

Time required: 75 – 100 minutes total. An illustrated explanation on how to play Betrayal at House on the Hill, a popular themed adventure board game, is provided here. Detailed explanations of additional concepts and specific rules may be found at the end of this section. These will be referred to as needed for your reference. 1. SETTINGS | SELECTING A CHARACTER Begin by deciding on a character who will accompany you on your quest. Each character will have a unique beginning number for each of the four different qualities that will be used.

  • 2.
  • Shuffle and place cards on the table Shuffle the cards and place them face down in separate piles for each type of card.
  • SETUP |
  • The mansion is divided into three storeys: the “Basement Landing,” the “Entrance Hall / Foyer / Grand Staircase,” and the “Upper Landing.” The basement is the lowest of the three floors.
  • During the course of the game, you will be constructing structures out of these tiles.
  • SETUP |
  • 5.

DISPLAY DICEYou will need a large number of dice throughout the game; arrange them in stacks that are easily accessible.

Add Characters to the Starting Tile (Optional) To begin, gather all of the currently active player figurines in the game and place them in the “entry” hall area.

7.

Decide who will be the first to go According to the text, the individual who has the nearest future birthday is the first to depart.

EIGHTH GAMEPLAY |

Each six-sided die has one face with a dot and one or two dots on the other.

You must match the number of dice rolled to the current total for your character based on the outcome of the roll.

Example: The first part of the game is called “Action” and it is where the action takes place.

Moving from one room to another consumes one of your total “speed.” Although you can do other things, such as employ equipment that divide up your mobility, if you are forced to draw a card, you will no longer be able to move at all.

When you go through a doorway that has no room on the other side, you “find” the room and must replace the tile that was previously in that spot.

Take the top tile that matches the color of the floor you are currently on.

If this is the case, the explorer who discovered the symbol draws that card and their turn is over.

All explorers, and occasionally monsters, have the ability to utilize things at any point during their turn.

Additional options include dropping an item in a room, picking up an item in a room, and trading with another player who is currently in the same room.

GAMEPLAY |

Haunt Roll at the End of the Turn Every turn in which you draw an Omen card requires you to try a haunt roll at the conclusion of your turn.

If the total sum of the dice is equal to or more than the entire sum of the omen cards selected, you fail and must go to the next turn as you have been doing so.

The first part of the game is called “Turns,” and it is repeated until the haunting is revealed.

You have completed almost half of the instructions on how to play Betrayal at House on the Hill.

TraitorWhen a player makes a haunt roll and begins the haunt, that player (the haunt revealer) refers to the haunt chart on the first two pages of the “Traitor’s Tome” booklet that came with the game to determine the outcome of the haunt.

The Traitor reads his or her backstory during the game’s gameplay.

The Traitor departs and consults the “Traitor’s Tome” booklet that comes with the game to learn more about the haunt.16.

HAUNT SETUP |

To find out what haunt number you need to use, see the “Secrets of Survival” pamphlet that was included with the game.

17.

HAUNT SETUP |

Once both sides have completed their preparations and have reunited, take a look at the haunt and follow any instructions that it gives you to do “Right Now,” regardless of whose side you are on.

GAMEPLAY |

UNDERSTANDING THE POSITION OF THE TURN ORDER AFTER THE HUNT The first turn always begins with the player to the left of the traitor, regardless of who it is.

Following then, there is a “monster” turn in which the monsters controlled by the traitor are moved.

19.

PART 2 |

There are just a few additional tasks to complete, and you now have a clear understanding of your overall goal.

In the event that any of your explorer’s four characteristics is reduced to the skull symbol, that explorer will die.

21.

PART 2 |

The dice are rolled in proportion to your strength, and your opponent does the same.

For example, if you roll a 6 and your opponent rolls a 4, you will deliver 2 damage to the opponent.

22.

PART 2 |

There are a variety of topics that may require more explanation, which you may find in the sections below.

Be the first to achieve Victory Condition The first side (heroes or traitors) to finish their “You Win When.” section of the game is the victor.

It is necessary for at least one of the heroes to live in order for that side to triumph. That is not always the case in the case of a traitor, though. Yes, learning how to play Betrayal at House on the Hill is a tough skill to master.

HOW TO PLAY BETRAYAL AT HOUSE ON THE HILL – KEY INFORMATION

Each explorer possesses four characteristics, which are represented by lines of numbers on the character token: Might, Speed, Knowledge, and Sanity, among others. Speed and Might are physical characteristics, but Sanity and Knowledge are characteristics of the mind. Many cards, tiles, and other game effects can be used to change the level of your attributes. The number of gaps between the plastic clips is increased or decreased when an effect increases or reduces a characteristic, depending on the effect.

Damage has a somewhat different effect on each of these.

When you suffer “mental injury,” you split the damage between your Sanity and your Knowledge.

DRAWING CARDS

If the spiral event sign is present in a found room, an event card is drawn. Read it aloud to yourself. Follow the instructions on the screen, which may require you to make an attempt at a dice roll. Then, unless the card specifies otherwise, discard the card. If the newly found chamber has an item symbol with a bull’s head, draw an item card. Read it aloud to yourself. Place the object in front of you, face up, and you will have it in your possession. Unless the card specifies otherwise, you can only use this once each turn unless it specifies otherwise.

Read it aloud to yourself.

It’s possible that you’ll have to take action right now.

HOW MONSTERS WORK

Monsters behave in a manner distinct from that of players. The monsters in Betrayal at House on the Hill follow three separate rules, unless the active haunt instructs them to behave otherwise. (1) Monsters Move in Different Ways – At the start of a monster’s turn, roll a number of dice equal to the monster’s Speed. (2) Monsters Move Differently – When you add up the numbers, you get the amount of spaces the monster can move that turn. When dealing with groups of the same kind, you only need to roll once, and each member of that group can move that many spaces.

If a monster is hit by any damage, it is dazed and loses its next turn.

At the end of the monster’s next turn, flip it back to the original position.

(3) A monster can only attack once throughout its turn — This is similar to the explorers rule, but it is worth mentioning anyway. Monsters, on the other hand, frequently attack using attributes other than Might, and they are unable to perform any of the special attacks.

THE TRAITOR’S NEW POWERS

The traitorization of your explorer releases you from the effects of any previously drawn event cards that were preventing you from progressing further. In addition, unless the haunt specifies otherwise, there are a few important effects that you can use to your advantage. If you want to put any useful writing on a room tile, you may do so without worrying about using any damaging text. (2) You have the option of choosing not to be influenced by an event card or the Bite omen. Pay close attention since this is a crucial aspect of how to play Betrayal at House on the Hill, so pay heed to it.

GAME CONTENTS

  • 1x Rule Book
  • 2x Haunt Books
  • 44x Room Tiles
  • 1x Entrance Hall/Foyer/Grand Staircase tile
  • 1x Entrance Hall/Foyer/Grand Staircase tile 6 x Exploration Figures made of plastic The game includes 6x two-sided character cards, 30x plastic clippings, 8x dice, a turn and damage track, 13x omen cards, 22x item cards, 45x event cards, and 149x tokens.

HOW TO PLAY BETRAYAL AT HOUSE ON THE HILL – IN CLOSING

I believe by now you can all confidently claim that you understand how to play Betrayal at House on the Hill. It is considered to be one of the greatest games in its genre. If you were to compile a list of the finest adventure-themed games, this one would almost likely make the cut. Starting off, there is a bit of a learning curve, but once you get the hang of it, the rest is a piece of cake.

Betrayal At House On The Hill: How To Play – Simplified

As previously indicated in the overview, you are a group of buddies, at least for the time being. in which the characters are investigating a haunted home, finally attempting to live and searching for an exit It will differ from game to game what your actual objectives are and what activities you must do to fulfill them (as you will see below). In this semi-cooperative game, you will have to work together. This is accomplished by flipping room tiles and setting them one at a time. You will come across things, discover things, and tumble over garbage as you travel.

The Set Up

There are a large number of components in the game, but you will not utilize them all at the start of the game. Actually, you won’t utilize the majority of them at all, but just the ones that are specifically relevant to yourHaunt. Players will select their characters (each character card has two sides) and then locate the miniature that corresponds to that character (see below). As well as the starting room tiles, which include the upper landing, basement landing, and the Main Floor Entrance way, you will also receive the starting room tiles (3 room tile).

Additionally, remove all of the dice.

It is our experience that they do not remain in place very well; thus, we recommend writing them down on a piece of paper or using the really useful app: Betrayal Character Stats.

Starting the Game and Game Play

The game is initiated by the player whose next birthday is approaching (as shown on their character card). Players will take turns wandering through the home, exploring the various rooms and discovering new ones. You have the ability to move as many rooms as your’speed’ attribute permits you to (i.e. if it says 3, you can move 3 rooms). As soon as you pass through a doorway into an uncharted region, you must draw a room tile on the board. All of the room tiles (as shown above) are labeled with the floor on which they belong (Upper, Middle, or Basement), with certain tiles being able to be used on more than one floor.

  1. You may continue to go around and explore the various chambers until you come across a tile with a sign on it (or says you have to stop).
  2. These cards might include items that could either aid or hinder you on your trip.
  3. These are only a few samples of what the cards may contain in terms of content.
  4. These will almost always include some form of dice roll that is related with one of your four qualities.
  5. You must do this after you have finished your interaction with this card.
  6. In accordance with the instructions on theOmencards, you must make a haunt roll once the action on the card is completed.
  7. Despite the fact that you get to roll six dice (these only have values 0-2 on them).
  8. If your number of Omencards is equal to or fewer than the number of Omencards you rolled, you must now open the Traitors Tomb Handbook and consult the chart.

You will find out who the traitor is if you read the book (sometime no one). Until you cross-reference the room where the haunt started with the Omen, it’s impossible to tell who it is.

The Haunt

Identifying the despised traitor requires that individual to leave the room and read their section of the haunted house script (in the Traitors Tomb book). The remaining members will remain and read their sections together (in the Secrets of Survival book). Data is possible that some information will be communicated between the two parties, but the majority of it, including your aims, will be kept confidential. These aims are typically in opposition to one another among the groupings. The traitor may be attempting to kill the others with monsters, while the others are attempting to find a window through which they may escape to safety.

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In this portion of the game, you could find yourself in need of some of those monster tokens (shown below).

How To Play Video

If you’re searching for a brief video lesson, have a look at the link below: ​

Betrayal At House On The Hill Rules

Looking to spend a terrifying night with your pals, but fed up with watching frightening movies and sharing ghost stories? Look no further. Betrayal at House on the Hill is a fantastic game to play on Halloween, Friday the 13th, or any other occasion when you and your pals want to be scared. Avalon Hill’s Betrayal at Mansion on the Hill is an action-packed, horror-themed board game that challenges you and your friends to navigate through a haunting house. Following your exploration of each area, you discover that one of your fellow explorers is a traitor who intends to turn the tables on the rest of you!

Until the inevitable Haunt is exposed, no one will be able to tell who the traitor will be.

Follow the instructions in the next section to learn how to play Betrayal At House on the Hill with your friends and family members for a fun and terrifying night out.

What is Betrayal at House on the Hill?

Betrayal at Home on the Hill is a large-scale board game with tiny miniatures that takes place in a mystery haunted house setting. Each player assumes the character of an explorer who is determined to study each and every room and floor of the home in order to discover what lies in the shadows of the mansion. Betrayal at House on the Hill, winner of the Origins Awards “Gamers’ Choice Award” in 2004 and a nominee for the Japan Boardgame Prize “Best Advanced Game” in 2005, has remained a fan favorite to this day!

Ages: 12 years and up Difficulty:Medium The game will last 60 minutes.

Mansions of Madness, Mysterium, and Clue are examples of games that are similar.

Main Objective: The reason we like it is because it allows for practically limitless replayability without having to repeat the same plot twice (unless you choose to). The traitor in the game is picked at random, ensuring that the game is played fairly each and every time.

Playing Betrayal at House on the Hill – What You’ll Need

It includes everything you’ll need to play Betrayal at House on the Hill, including instructions. Our Personal Favorite The contents of the original package are as follows:

  • 1 Rulebook
  • 2 Haunt Books (Traitor’s Tome and Secrets of Survival)
  • 44 Room Tiles
  • 1 Entrance Hall/Foyer/Grand Staircase Tile
  • 1 Entrance Hall/Foyer/Grand Staircase Tile a set of six plastic explorer figures
  • Six two-sided character cards
  • Thirty plastic clips for character cards
  • Eight dice
  • One damage track
  • Thirteen omen cards
  • 22 item cards
  • Forty-five event cards
  • A set of six plastic explorer figures 149 tokens, including: 12 large circular monster tokens
  • 91 small circular monster tokens (red, orange, yellow, green, blue, purple, and magenta)
  • 14 square event and room tokens
  • 14 Pentagonal item tokens
  • 18 Triangular Trait Roll Tokens
  • And 14 Pentagonal item tokens.

Setting up the Game

  1. Each player selects one of the six explorer/character cards that are available. Because the character cards are double-sided, each player must decide which version of their chosen character they will be using in the game. The names of the characters, as well as their physical and mental characteristics, differ depending on whose side you are on. Four of the plastic clips should be attached to each side of the character card that depicts a certain attribute. The clip’s point should be aimed at the green beginning number for the character that has been chosen. (Physical characteristics: speed and strength
  2. Mental characteristics: sanity and knowledge)
  3. Separate and shuffle the Omen, Event, and Itemcards into their respective piles of three cards each. Place them face down on the table so that they are within reach of all participants. Place all of the dice on the table so that they are easily accessible. It is expected that they will be utilized regularly by all participants. Keep an eye out for the enormous rectangular floor tile labeled “Entrance Hall/Foyer/Grand Staircase,” as well as two ordinary square floor tiles labeled “Basement Landing” and “Upper Landing.”

Place the huge tile in the center of the play area, with the landing tiles spaced out further apart on the table to create a more balanced play area.

  1. Last but not least, everyone sets their plastic miniature of their character in the Entrance Hall. The first turn will be taken by the player who is in charge of the character who has the closest impending birthday (as shown on their character card)

Suggested Area of Play

This game may be played on a conventional kitchen or card table, depending on your preference. Throughout the game, you will uncover a large number of floor tiles, which will cause the game’s overall size to rise exponentially. Additionally, each player will want a modest amount of personal space in front of them in order to show their character card as well as any other cards that will be utilized during the course of the game.

Betrayal at House on the Hill Rules

During your turn, you may choose to do any or all of the activities listed below (if applicable):

  1. Make a move with your character. Look at the current Speed of your character’s card to see how fast they are moving. That many places are available for you to move until you explore a room that leads you to draw a card
  2. Or until you discover a new room. If you go through a doorway that does not have an existing tile on the other side, you can draw a floor tile on the other side as well. Placing the tile on the other side of the doorway, room side up, will complete the look.

You must arrange the tiles in the most logical manner possible, ensuring that all entrances connect to other doorways that the room may come into contact with at some point. Also, be certain that you are pulling the correct floor tile for the floor on which you are presently standing. As you continue your exploration, you’ll realize that some chambers have specific regulations that must be followed. The majority of these regulations are self-explanatory, however if you want more clarification, you can consult the rulebook.

  1. Use an Omen, Event, or Item card to complete the spell. If a room tile displays the Omen, Event, or Item card symbols, the room is considered cursed. Put an end to your movement and draw the card that has been designated. Each card will provide a detailed explanation of how and when it should be used. Make an attempt at a dice roll. You may repeat this process as many times as necessary, but you may not attempt the same dice roll more than once in a single turn. Attack a traitor, a hero, or a monster with a weapon of choice. In the event that the Haunt is exposed, attacking will only be employed.

How to Play Betrayal at House on the Hill – Video

Your group of explorers will examine areas that will encourage you to pick up an Omen, Event, or Item card at various points over the course of the game. It is possible that these cards will offer you with things and weapons, as well as testing your physical and/or mental characteristics. You should strive to have all of your traits at their highest potential levels before the traitor is exposed in order to be as strong as possible when fighting the traitor and their followers when the traitor is revealed.

You’ll follow the directions on that card and then do a Haunt roll to finish it (which is also prompted on each Omen card).

The reveal of the Haunt will reveal who the traitor is and will affect the gameplay.

If the outcome of the die roll equals or exceeds the total number of Omen cards shown by all players, a Haunt can be revealed.

Revealing the Haunt

Once you have rolled high enough to reveal a Haunt, open the Traitor’s Tome book and look for theHaunt Chart, which can be found on the first two pages of the book. Make a note of the current room name in which the Haunt revealer is placed, as well as the Omen card that was obtained. Match up the room name and Omen cardon the Haunt chart, and it will assign you aHaunt number. Look up the Haunt number, which can be found beneath the Haunt chart, to find out who the traitor will be. It is not usually the player that is the one who discovers the Haunt!

Provide the Secrets of Survival booklet to the remaining characters (Heroes) and instruct them to read the same Haunt number scenario in their own book as well.

The Traitor and the Heroes will each have their own set of winning objectives that must be accomplished in order to complete the game! It is important to note that unless absolutely essential, the Traitors and Heroes should not discuss any information concerning their orders with one another.

After the Haunt

Once the players have grasped the significance of their new instructions in conjunction with the disclosed Haunt, they can proceed with the game. Everyone continues to play under the same set of rules as previously, with the exception of the following:

  1. The first time you enter a room with an Omen sign, you will still be able to pick up an Omen card, but you will no longer be required to perform a Haunt roll. Instead of following a rule in regular gaming if your hidden instructions advise you to do anything that disagrees with a rule in normal gameplay, you should follow the secret instructions that were supplied. Other gamers and creatures will now be able to attack you. To attack another player or monster, you must first make a Might roll against them. In order to protect themselves, the other player/monster will roll their Might. Some Haunt situations, on the other hand, may alter the sort of roll that is employed.

If the defending player’s roll is lower than the attacker’s roll, the defending player must incur physical damage equal to the difference between the two rolls. It is safe for them to take harm if their dice roll is equal to or greater than the attacker’s. A lot of damage will cause your character to perish! When you die, all of your character’s things will be placed in the chamber where you were killed, where they can be picked up and used by other characters to complete the game. Additional guidelines, such as how to manipulate creatures, will be offered by the Haunt, although the specifics of this may vary based on which Haunt is being played.

How to Win

You must be the first player or group of players to vanquish the opposing party by completing the winning goal specified in the current Haunt scenario in order to claim victory in Betrayal at House on the Hill.

Frequently Asked Questions

Although the game has a creepy atmosphere, it should not be frightening to anyone above the suggested playing age of twelve.

Is Betrayal at House on the Hill OK for kids?

The answer is yes, if they are over the age of twelve. Despite the fact that there is no bad language, there are some terrible elements such as blood and gore. Instead, if you prefer a less terrifying experience for your children while still maintaining the same gameplay, considerScooby Doo in Betrayal at Mystery Mansion!

Is Betrayal at House on the Hill replayable?

Yes, without a doubt! The main game features 50 different Haunt situations to play with, with each gaming session consisting of only one Haunt scenario being used. You may rerun some of the Haunt situations if you wanted to, but bear in mind that some players may already be aware of the secrets if they have already played that particular scenario.

Can you play Betrayal at House on the Hill with 2 players?

Unfortunately, this is not the case. This game is intended to be played with a maximum of 3-6 people.

Betrayal at House on the Hill Expansions

Because of the success of Betrayal at House on the Hill, an expansion for the main game, Betrayal at House on the Hill: Widow’s Walk Expansion, has been developed for the game. There are 50 new Haunt scenarios in this addition, as well as all new room tiles, cards, and tokens. Everything in the expansion may be used in conjunction with the main game! Scooby Doo in Betrayal at Mystery Mansion and Betrayal at Baldur’s Gate are two extremely similar editions of Betrayal at House on the Hill that are available on DVD.

Betrayal Legacy is a role-playing narrative board game that takes place in a fictional world.

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