Betrayal at House on the Hill
7.0
60-60 min
Explore a haunted house as a team ... until one of you turns against the rest.
How many players?
7.0
60-60 min
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Betrayal at House on the Hill rules — frequently asked questions
- When exactly does the haunt start?
- After each omen card is resolved, that player rolls 6 dice. If the total is strictly less than the number of omen cards drawn so far (by everyone, all game), the haunt begins. Equal to the count is safe — the roll must be lower.
- Who becomes the traitor?
- The haunt chart decides. Cross-reference the omen that triggered the haunt with the room where it was found: the chart gives the scenario number and names the traitor — often, but not always, the player who triggered it.
- Can you die before the haunt?
- No. Before the haunt, traits can't drop below their lowest printed value, so explorers survive everything (bruised). After the haunt begins, any trait reaching the skull kills you.
- How does combat damage work?
- Both sides roll Might dice; the loser takes the difference as physical damage, split between Speed and Might however the wounded player chooses. Mental attacks (when a card says so) work the same but hit Sanity and Knowledge.
- Does drawing a card end my movement?
- Yes. Discovering a new room that makes you draw an event, item, or omen ends your movement for that turn (you can still do things your cards allow).
- Can the traitor listen while the heroes plan?
- No. After the haunt is revealed, the traitor leaves the room (literally) with the Traitor's Tome while the heroes read Secrets of Survival and plan together. Both sides keep their scenario details secret.
- Can we trade items?
- Yes — explorers in the same room may exchange or give items freely on their turns. You can also drop items in a room and pick them up later.
- Do monsters die when we beat them in combat?
- Usually not — most haunts treat defeated monsters as stunned, flipping their token; they miss their next turn and recover. The specific haunt text always overrides.
- What are the dice showing 0, 1, and 2?
- Betrayal's custom dice have two blank (0) faces, two 1s, and two 2s. All rolls — trait tests, combat, the haunt roll — use these dice, so totals run low.
- What if a rule in the haunt contradicts the rulebook?
- The haunt text wins. Scenario instructions in the Traitor's Tome and Secrets of Survival always override general rules for that game.