Betrayal at House on the Hill
山屋惊魂
Explore a haunted house together until one of you turns traitor. Fifty haunts, never the same twice.
- 3–6 players
- about 60 min
- Some thinking
- Strategy
- Role-playing
- Mystery & spies
- Fantasy
The goal
Before the haunt there is no winning or losing, only exploring. Once it begins, the traitor and the heroes each have a goal set by the haunt.
How it plays
- 1This is the third edition. Each explorer has four traits: Speed, Might, Knowledge and Sanity. On your turn move up to as many rooms as your Speed.
- 2Go through a door into the unknown and you draw a room tile for that floor and place it. If the new room shows a symbol, draw a card: read out and carry out an Event, keep an Item, keep an Omen.
- 3For a trait roll, roll as many dice as the trait's value; the faces are only 0, 1 and 2. Add them up and compare.
- 4After drawing an Omen, make a haunt roll: roll one die for each Omen all players hold between them. On 5 or more, the haunt begins.
- 5The scenario card and the omen that set it off tell you which haunt it is and who the traitor is. The traitor leaves the room with the Traitor's Tome while the others read Secrets of Survival; neither side knows the other's full rules or goal.
How you win
During the haunt, whichever side first meets the winning condition written in its own book wins.
First time?
- Explore widely and pick up items before the haunt; anyone might turn out to be the traitor.
- Some haunts have no traitor, or a hidden one; the haunt books have the last word.