House Rules (Betrayal at House on the Hill)

House Rules & Clarifications

Betrayal at House on the Hill 2nd Edition

(This document is a collection of clarifications that are spread out over a number of official FAQ and Rules documents, such as the glossary. Additionally, some facets of the game which may seem obvious but technically aren’t stated in official documents are included here, mostly because otherwise the game doesn’t make logical sense.)

Sources:



Table of Contents

Rules In-General

Haunts In-General

Room Tiles

Chapel, Gymnasium, Larder, Library

Catacombs, Chasm, Tower, Vault

Entrance Hall, Foyer, Grand Staircase, Upper Landing, Roof Landing

Attic, Graveyard, Junk Room, Pentagram Chamber

Collapsed Room

Mystic Elevator

Other Room Tiles

Cards

Omen Cards In-General

Weapons In-General

Bite, Cat, Dog, Girl, Madman

Bell, Medical Kit, Rabbit's Foot

Healing Salve, Smelling Salts

Burning Man, The Beckoning, Funeral, The Lost One

Other Cards

Glossary

READ ME FIRST!

WARNING:

SPOILERS AHEAD!

Secrets of Survival

Haunt 52: Prism

Haunt 59: She Is Not Amused

Haunt 67: Murderball

Haunt 68: He Who Must Not Be Read

Haunt 69: No Noose Is Good News

Haunt 71: The Other Side

Haunt 77: They’re Always After Me

Haunt 78: The Devil’s Name

Haunt 87: Sibling Rivalry

Haunt 93: Owl’s Moving Castle

Haunt 94: Last Will and Tournament

Haunt 95: Nanny Interrupted

Haunt 97: Lambs to the Slaughter

Haunt 100: Let’s Play a Game

Traitor’s Tome

Haunt 53: Till Morning Light

Haunt 55: She Is Not Amused

Haunt 62: Rosencrantz and All of You Are Dead

Haunt 63: Shush

Haunt 68: He Who Must Not Be Read

Haunt 71: The Other Side

Haunt 73: Existence Precedes Essence

Haunt 79: The Twins

Haunt 84: Forget to Remember

Haunt 89: One of the Master’s Affairs

Haunt 95: Nanny Interrupted


Rules In-General

You can perform actions (such as attacking) in the middle of your movement.

When you enter a room that has either an item, omen, or event icon, but also has text on the tile, such as the Gym, you end your movement and draw a card first. Then follow any instructions on the tile.

You can make more than one die roll on your turn. For example, if you discover the Vault, and the event card you draw there states that the Safe is present as well, you could attempt to open both on your turn. You may also use as many items as you like during your turn, even after your movement has ended.

You cannot, however, try to make the same roll more than once per turn. For example, you couldn't keep rolling to open the Vault until you succeeded. Also, you cannot make more than one roll of a particular category specified in a scenario per turn. For example, if a haunt told you to make exorcism rolls, you could attempt to make a Knowledge roll for the room you were in, or a Sanity roll for an item you held, but not both rolls in the same turn, or rolls for two different rooms, or for two different items.

Haunts In-General

First, read the Rules Booklet pages 15-19. Odds are your question will be answered there.

The traitor can move stunned monsters as normal, they just don’t slow down hero movement.

Certain scenarios state that things must be done a number of times equal to the number of explorers. This includes explorers who get killed.

Certain scenarios tell the heroes to go through a deck and get a particular Item or Omen card. If it doesn’t mention who gets it, and everyone can agree who would be best to have it, then that person gets it. If you can't decide, it goes to either the discoverer or the person to the left of the discoverer, whichever one isn't the traitor.

If someone in the house makes a knowledge roll to find out a particular piece of information (a mummy's name, a room that needs to be visited, etc.), all the other explorers generally know this information automatically. Perhaps they all have walkie-talkies.

You can make a haunt-specific action on your turn and attack as well.

Traitors and monsters ignore “obstacle” and “lock” tokens unless the haunt says otherwise.

Room Tiles

Chapel, Gymnasium, Larder, Library

Each character can receive the benefit from each room just once per game. After “if you end your turn here,” treat each room as if it said,“put your explorer token here and…”

Unless a monster is actually a transformed traitor (a werewolf, for instance), its attributes do not change with these rooms.

Catacombs, Chasm, Tower, Vault

These are all barrier rooms. A barrier room has two parts and can stop you from moving to the other side of the room. Crossing a barrier requires a trait roll printed on the tile (one of Might, Sanity, Speed, or Knowledge). You can attempt this roll once during your turn. Crossing the barrier doesn’t count as moving a space. Your movement ends if you fail the roll. On your next turn you may either attempt to cross again or go back the way you came.

An explorer cannot fight with or interact in any other way with another explorer in the same room but on the opposite side of the barrier. Monsters always ignore barriers, but if a monster ends its movement in a barrier room, the traitor must decide which side of the barrier it’s on.

If a tile or card causes you to land in a barrier room, you decide which side of the room to end up in. If the arrival requires placing a square token in the new room (such as the Collapsed Room or the Secret Passage), then that token is permanently on the side of the room you chose. Anything that takes you to the Vault, however, always leaves you outside the door.

Once the vault has been opened, put the square Vault Empty token on it. The traitor doesn’t open the vault door automatically: He or she must attempt a roll to open it.

Entrance Hall, Foyer, Grand Staircase, Upper Landing, Roof Landing

The Entrance Hall, Foyer, and Grand Staircase are all on the same tile, and together count as the ground floor’s landing, but they count as three separate rooms (pick a room when moving to it as the ground floor landing). Moving from one room to an adjacent room on the tile counts as 1 space of movement.

The Grand Staircase, Upper Landing, and Roof Landing are separate rooms.

Attic, Graveyard, Junk Room, Pentagram Chamber

If you fail your roll, you can choose to stay in the room and try again on your next turn instead of taking damage.

If you fail the roll to exit from one of these rooms, you can exit freely if you have at least 1 movement left when you make the roll. The die roll is purely to avoid the damage. If the attic lowers your Speed when you exit it, and your new Speed would mean you don't have enough Speed to exit after all, you still make it out, you just end your movement in the next room.

If something like the Mystic Slide causes you to leave one of these rooms involuntarily, you make the roll no matter what causes you to leave.

Collapsed Room

Only the explorer who first discovers the Collapsed Room needs to make the Speed roll printed on the tile. Thereafter, any explorer entering the room can either ignore the room’s ability or use it intentionally to get to the basement. Falling to the basement doesn’t count as moving a space, but the explorer still takes the damage. A hero would need to roll and take damage; a monster or traitor would not.

Only the first explorer to fall to the basement from the Collapsed Room draws and places a basement tile. Put the square Below Collapsed Room token on the room where he or she landed. Place the new basement tile adjacent to any basement room already in play. If there are none, place it adjacent to the Basement Landing. If all the basement tiles have already been placed, choose one to land in.

If you use the Rope or flying to get up to the Collapsed Room, it takes one movement regardless of the floor of the Collapsed Room. Going up is always harder than going down.

Mystic Elevator

This tile moves as soon as you enter it. Roll 2 dice and put it adjacent to a connecting door on the appropriate floor. (If there isn’t one, leave the tile where it is.) If you roll the floor the Mystic Elevator is on, you can move the tile to a different connecting door on that floor. You can use the elevator only once a turn. The roof doesn’t count as a second Upper Floor for the purposes of the Mystic Elevator; it only goes to the roof when you roll a 4 and choose the roof.

Monsters and the traitor can both use the Mystic Elevator to go wherever they wish without rolling. However, the tile still moves only once during each entire traitor/monster set of turns, the first time either a traitor or monster enters it. In other words, if the traitor uses the Mystic Elevator during his or her turn, then it will not work if a monster enters it on its next turn. A hero must roll for the destination floor each turn he or she enters the Mystic Elevator, or at the end of each entire turn that hero spends on that tile without moving.

If one or more explorers are already in the Mystic Elevator and another explorer enters it and rolls a 0, all the explorers in the elevator take the damage.

If an effect of another tile or card leads to the Mystic Elevator (such as the Collapsed Room or Secret Passage), the token placed by that effect stays on the Mystic Elevator tile even if it moves.

The traitor cannot decide where the Mystic Elevator goes when a hero uses it, even if the traitor or a monster are in the elevator. 

Other Room Tiles

Coal Chute: When you enter the Coal Chute, you always slide down to the Basement Landing, spending no extra movement to do so. To use the Rope or flying to climb the Coal Chute, you must have two movement free, one to climb the rope, and one to leave the Coal Chute room. A turn can’t end with a character on the Coal Chute tile.

Drawing Room: If you draw an omen card and trigger the haunt, discard tiles from the room stack until you find a room with an omen symbol and place it in the house and use that roomto determine the haunt.

Gallery: You cannot jump down from the Gallery to the Ballroom if the Ballroom is not in play. If you use the Rope or flying to get up to the Gallery, it takes one movement regardless of the floor of the Gallery. Going up is always harder than going down.

Grand Staircase: This room and the Upper Landing are separate but connected rooms.

Locked Room: You can try each lock once per turn. If you fail to unlock, you can try another lock, but if you unlock one, you cannot unlock more locks this turn.

Treehouse: Change the second sentence from “This room is adjacent to that door.” to “This room’s larger door is adjacent to that door.

Cards

Omen Cards In-General

All omen cards except for the Dog, Girl, Bite, and Madman can be dropped, traded, or stolen.

Weapons In-General

Weapons are only used when attacking, not defending. You pick either just your might, or one weapon you have, and attack with that. Likewise, you can choose to not use the Blood Dagger and thus not lose the Speed.

Bite, Cat, Dog, Girl, Madman

Despite their tokens showing them stunned on the opposite side, they can’t be be affected by traps or attacked by monsters or the traitor unless the scenario specifically says they can be. The rest of the time, they act like items that can't be dropped, traded, or stolen. Unless they become monsters or their owner dies, their counters don't even need to be used.

When the Bite omen card is drawn, the player being attacked gets a defensive Might roll, just like with a regular attack. Being bitten is exactly like being attacked by a monster.

The Dog cannot be sent down the Collapsed Room, Coal Chute, Gallery, or Mystic Slide, as those are one-way passages or any passage like the Revolving Wall that requires a roll. It can't use the Mystic Elevator, either. The Dog's movement is not slowed by monsters.

If a haunt indicates that an explorer carrying a haunt-specific item takes two moves to enter a room, then a dog cannot carry that item.

Bell, Medical Kit, Rabbit's Foot

These items can be used every turn.

If the traitor ends up with the Bell and successfully makes the sanity roll of 5+, he gets to move as many heroes as he wants in his direction. The Bell can only move heroes who would normally be able to move on their own during their turns.

Healing Salve, Smelling Salts

You can not use these items to revive someone who is dead. Even if you could, they'd turn into some kind of zombie anyway, so it sounds like a bad idea.

You can use the Smelling Salts on yourself.

Burning Man, The Beckoning, Funeral, The Lost One

If there is no clear path for you to get to where it tells you to go, you go there anyway. Once you arrive, you can't remember what route you followed to get there.

Other Cards

Acupuncture: You go to an adjacent room only if you lose the Sanity.

Armor: The armor’s ability is always on, but does not protect you from trait loss, just physical damage.

Dynamite: A monster that fails its speed roll is treated the same as if it had been defeated in physical combat, so some monsters will be stunned and others killed, depending on the scenario. Incorporeal monsters such as ghosts that can't be attacked physically are not affected by the dynamite. Monsters that start the scenario with either no Might score or no Speed score are not affected by the dynamite.

Letter: You have to hand over your explorer token to another explorer right away, and if you want you can teleport to them right away.

Misty Arch: You do not have to go through the arch.

Glossary

This section defines certain game terms contained in this rulebook, the haunt booklets, and the various cards and tiles. A special game term is in bold the first time it appears.

adjacent: Rooms are adjacent if they share a side. Diagonal is never adjacent.

attack: Explorers (and monsters) can’t attack until the haunt starts. Once during your turn after the haunt starts, you can make an attack roll against an opponent.

attack roll: You and your opponent both roll dice equal to your Might. Whoever gets the higher result inflicts physical damage against the loser equal to the difference (on a tie, no one gets hurt). See “Make an Attack,” Rules Booklet page 13.

distance attack: Some weapons or special items in a haunt allow you to attack an opponent in another room within your line of sight (see that entry). You take no damage if your attack roll is less than the opponent’s.

card: There are three different types of cards: event, item, and omen. Explorers draw cards as they discover new rooms. Whenever you draw a card, read its text out loud and follow any instructions.

event card: An event card has a spiral symbol. After following its instructions, discard the card unless it says otherwise or has an ongoing effect.

item card: An item card has a bull’s head symbol. Place it face up in front of you; you now have the item in your possession. See “Use Item and Omen Cards,” Rules Booklet page 11.

omen card: An omen card has a raven symbol. Place it face up in front of you; you now have the omen in your possession. You might have to do something immediately. At the end of your turn, if the haunt has not yet started, you must make a haunt roll. Most omens are like items.

character: Explorers, monsters, and haunt-specific opponents (such as Dracula) are all characters.

character card: There are six character cards in the game, each with two different explorers (one on each side of the card). A character card shows the character’s name, portrait, traits, and other information.

companion: The Cat, Dog, Girl, and Madman omen cards are companions that follow the explorer who has custody of them. Companion omens don’t have physical or mental traits. Unless a scenario says to use a token for that companion, you don't need to use a token.

damage: Losing an attack, as well as many card, tile, and haunt effects, can cause an explorer to take damage. Damage can be physical or mental. For each point of damage you take, you decrease the appropriate traits or combination of traits by that many spaces on your character card.

physical damage: Might and Speed are physical traits. You divide physical damage as you choose between those two traits.

mental damage: Knowledge and Sanity are mental traits. You divide mental damage as you choose between those two traits.

discover: When an explorer moves through a door that has no room connected to it, draw a new room tile from the stack and put it beside that door. The explorer then moves into the room and discovers it. See “Discover a New Room,” Rules Booklet page 6.

die roll: Many cards, rooms, and haunt rules require a player to attempt a die roll of X+ for his or her explorer, where “X” is a variable number. (For example, you might have to make a Knowledge roll of 4+.) There’s no limit to how many times in a turn you can roll dice, but you can’t attempt the same roll more than once per turn. Each die has 0, 1, or 2 dots on it. Roll the stated number of dice and add up all the dots; if the result is equal to or greater than the stated number, the roll succeeds. See “Attempt a Die Roll,” Rules Booklet page 11.

trait roll: These die rolls are based on one of the explorer’s (or monster’s) traits: Might, Speed, Sanity, or Knowledge. Roll as many dice as the character’s current total in that trait (not the starting value if that trait has changed).

task roll: Some haunts require you to make a roll to succeed at a particular task (such an exorcism). You can attempt only one such roll per turn.

door: Doors connect rooms. You can move through a door if it connects to another door in an adjacent room. Doors inside the house are always open.

front door: Unlike other doors, the front door (in the Entrance Hall) is always locked. You can’t leave the house or use the front door unless a haunt says otherwise.

explorer: Each player controls a character called an explorer. Explorers include the traitor and the heroes after the haunt begins.

false feature: Sometimes it’s not possible to match two doors or windows in adjacent rooms. When that happens, you instead create a false feature. You can’t move through false doors. False windows don’t count as windows.

figure: Each character card has a matching plastic figure, corresponding to the color behind the portrait, to represent that explorer in the game.

haunt: An explorer triggers the haunt scenario on a successful haunt roll. A haunt describes how to win the game and includes new rules, including monsters. During the haunt, explorers can die. See “The Haunt,” Rules Booklet page 15.

hero: After the haunt begins, all the explorers other than the traitor become heroes struggling to survive the perils of the house and the plans of the traitor.

traitor: After the haunt begins, one explorer becomes a traitor who turns on his or her former companions. A few of the haunts feature a hidden traitor whose identity is secret from all the other players (see “Haunts with a Hidden Traitor,” Rules Booklet page 17).

haunt roll: Before the haunt begins, you must make a haunt roll at the end of your turn whenever you discover a room with an omen symbol. Roll dice equal to the number of omen cards in play. If the result is lower than that number, the haunt begins.

haunt revealer: The player whose omen roll triggered the haunt is called the haunt revealer. The haunt revealer looks up the haunt on the Haunt Chart to see who the traitor is.

haunt-specific action: Many haunts require explorers to take special actions, such as an exorcism roll or destroying an object. You can take a haunt-specific action and attack on your turn.

item: Explorers can carry and use item cards and many omen cards. Items can also be picked up, dropped, traded, or stolen. See “Use Item and Omen Cards,” Rules Booklet page 11.

item token: Many haunts put one or more pentagonal item tokens in the house, which have special rules for their use. Unless the haunt says otherwise, item tokens can be traded, dropped, picked up, or stolen just like item and omen cards.

weapon: The Axe, Blood Dagger, Boomstick, Chainsaw, Revolver, Sacrificial Dagger, and Spear are weapons. You can use a weapon only while making an attack, not while defending. (See “Make an Attack,” Rules Booklet page 13.) You can use only one weapon per attack, but you can carry more than one. Using a weapon during an attack is optional.

line of sight: If you can draw a path to an opponent that leads through an uninterrupted straight line of doors, you have line of sight to that opponent.

monster: A being represented by a monster token that has one or more traits. Monster rules apply to monster tokens only when they represent monsters.

move: Each turn, explorers and monsters can move through the house. A character can move as many spaces (rooms) as his or her current Speed. Monsters roll a number of dice equal to their Speed and can move as many spaces as the result. You can take actions (such as using an item or attacking) in the middle of your movement.

opponent: An opponent is an explorer or monster that wants to stop your movement or interfere with you during a haunt. Monsters and the traitor are opponents of the heroes, and vice versa. For each opponent in a room with it after the haunt starts, an explorer or monster must use 1 extra space of movement to leave that room.

outside: When a haunt references “outside” rooms, this includes only the

  • Balcony

  • Conservatory

  • Gardens

  • Graveyard

  • Patio

  • Roof Landing

  • Solarium

  • Tower

  • Tree House, and 

  • Widow's Walk.

room: The House on the Hill consists of a number of rooms that you discover and move through. Each room counts as 1 space of movement. Passages (such as the Dusty Hallway) and outside areas (such as the Patio) still count as rooms.

Each room tile has the name of one or more floors printed on its back: ground, basement, or upper. You can place the tile in any legal location on any of the possible floors it lists.

Some room tiles include rules text that is triggered whenever an explorer enters, leaves, or takes a special action in those rooms. Many room tiles also have symbols that match card symbols. Only the first explorer to discover the room is affected by the symbol.

barrier room: A barrier room has two parts and can stop you from moving to the other side of the room. The Chasm is an example.

stack: Game cards and room tiles are shuffled together and placed face down in stacks that players draw from.

steal: If you attack an opponent and inflict 2 or more points of physical damage, you can steal a tradable item or omen from that opponent instead of inflicting the damage. See “Special Attacks,” Rules Booklet page 13.)

stunned: Unless a haunt says otherwise, monsters usually aren’t killed when defeated. If a monster would take any damage, it is instead stunned and misses its next turn. Stunned monsters can’t slow an opponent’s movement.

symbol: All cards have a symbol printed on them. A raven silhouette represents an omen, a bull’s head represents an item, and a spiral represents an event. Some room tiles have symbols printed on them that match card symbols. The first explorer to enter such a room must stop moving there and draw the corresponding card.

token: Tokens are cardboard pieces that represent special items or features.

monster tokens come in seven colors; they are numbered for easy tracking. Special monsters are large circular tokens with the monster’s name printed on them. Monster rules apply to monster tokens only when they represent monsters.

item tokens are pentagonal and also are numbered.

trait roll tokens are triangular. They keep track of special task rolls during haunts.

event/room tokens are square. They mark special features produced by cards or room tiles, such as the Hidden Stairs or Mystic Slide.

trait: Each explorer has four traits, shown as lines of numbers on the character card: Might, Speed, Knowledge, and Sanity. Each trait has a starting value, which is highlighted, and a maximum value, the highest possible number for that character. See “Traits,” Rules Booklet page 4.

physical traits: Speed and Might are physical traits.

mental traits: Sanity and Knowledge are mental traits.

turn: Before the haunt starts, each player takes a turn in order, starting with the player whose explorer has the next birthday and going to the left from there, During a turn, you can move, discover rooms, use items, and attempt die rolls. After the haunt starts, you can also make an attack once per turn.

After the haunt starts, the first turn starts with the player to the traitor’s left and goes to the left from there. Each of the heroes takes a hero turn. After each hero has taken a turn, the traitor takes his or her traitor turn. After the traitor’s turn, any monsters controlled by the traitor get a monster turn.

use: All explorers can use items (and many omens), as well as some monsters. Using an item means making any attack or die roll with it or taking any other action in which the item is involved in any way. You can use an item once at any point during your turn.

window: Some rooms have windows on one or more sides, in addition to doors. You can’t normally move through a window, but some haunts have special rules for them. Rooms with windows include only the 

  • Bedroom

  • Chapel

  • Dining Room

  • Drawing Room

  • Grand Staircase

  • Master Bedroom

  • Solarium, and 

  • Sewing Room.

READ ME FIRST!

WARNING:

SPOILERS AHEAD!

These next two sections are full of errata for the haunts themselves, which can be spoiler-tastic. To prevent this, please do the following after everyone returns to the room from reading their haunt details.

Have the heroes scan this document’s table of contents for that haunt’s number in the Secrets of Survival section (if it’s there). They then read that part of this document together, silently, without the traitor seeing it.

Then, the heroes scroll back up to this document’s table of contents section.

Have the traitor then scan the table of contents for that haunt’s number in the Traitor’s Tome section (if it’s there). They then read that part of this document silently without the heroes seeing it.

Then, the traitor leaves the room again so that the heroes can discuss strategy.

Secrets of Survival

Haunt 52: Prism

The traitor is obsessed with mathematical sequences and has used that obsession to inform the placement of traps and the exit room.

Haunt 59: She Is Not Amused

A Hoplite ignores all negative room and card text, and is treated as a monster under your control while you move and attack with it, but is otherwise not a monster.

A mirror adds 2 dice against Medusa’s gaze.

Haunt 67: Murderball

The Blood Dagger can be dropped in the Nursery, but is treated as if it’s stolen.

Haunt 68: He Who Must Not Be Read

The “chest” is an item token that the traitor will place in the house.

Destroying a Soulcrux ends a hero’s turn.

Haunt 69: No Noose Is Good News

Each time a part is drawn for you, you take 1 die of physical damage.

Haunt 71: The Other Side

You may not discard, drop, trade, or steal item cards or omen cards.

Haunt 77: They’re Always After Me

The heroes can win by killing the leprechaun.

Haunt 78: The Devil’s Name

The tomes are represented by pentagonal item tokens. The traitor knows the danger of the tomes, so get to them as fast as you can. However, the traitor doesn’t care about destroying them, just destroying you!

Haunt 87: Sibling Rivalry

On your turn, you can pick up the Headmistress when you enter or start in her room, move her token with your figure, then stop moving with her at any point during your movement.

Once the exorcism ritual has been performed, each Sibling needs to be cleansed by a hero when the Sibling is in a room containing a Sanity Roll token on that hero’s turn.

Haunt 93: Owl’s Moving Castle

You can win by killing the traitor.

Knowledge attacks deal mental damage.

You cannot enter tiles that have been flipped. You may exit flipped tiles through edges that connect to doors or windows on unflipped tiles.

Haunt 94: Last Will and Tournament

As usual, the only explorer you may attack and steal from normally is the traitor. However, instead of your normal attack, once during your turn, you may attempt to steal a Bequest of another explorer in your room, either by persuading the explorer that the Bequest isn’t worth dying over (using Sanity), or by relating an old story from Aunt Edwina that proves the Bequest means more to you than it does to the explorer (using Knowledge). If you do this while in a room with an item symbol, add 1 die to your attack. This attack deals no damage, but if you defeat the other explorer, you roll on the Bequest Disposition table. If you don’t, your attack has no effect.”

You roll for a new traitor at the end of every turn, including hero turns.

Haunt 95: Nanny Interrupted

If you exit a room on the upper level or roof, put your explorer token outside next to the room on the same side of the house that is farthest away from the front door.

If you are picked up by the Nanny, the first thing you must do during your turn is attack the Nanny to get her to drop you.” add “You may use your normal Might attack or the Speed attack listed above, even though that one does not deal damage.

All babies have to be free and outside the inherently-locked front door to win.

Haunt 97: Lambs to the Slaughter

If no Barricades remain at that door and a non-blank side was rolled, the Wolves come in and slay all the explorers, except for their lost pup.

Haunt 100: Let’s Play a Game

Members of the team are not their teammates’ opponents. If a teammate dies, discard that teammate’s tokens.

Traitor’s Tome

Haunt 53: Till Morning Light

During your turn, in each ground floor room with a door that’s not connected to a room, you may roll 3 dice, with 1 fewer die for each hero in the room. If you roll 3+, put a Surger in the room. If you are in the Entrance Hall and have the Key, you place that room’s token automatically.

Haunt 55: She Is Not Amused

You cannot attack a petrified hero or a statue that has not turned into a Hoplite.

Haunt 62: Rosencrantz and All of You Are Dead

If your speed value is not on another trait’s set, you raise that trait to the next highest value (to a maximum of that trait’s maximum value).

Haunt 63: Shush

When the heroes have all of the uncursed spellbooks, tell them that a hero may pick up and open the Voicebox.

Until the heroes have collected the right number of uncursed Spellbooks, no one (including yourself) can pick up and open the Voicebox. If the Voicebox is opened, remove the Box card from the game and inform the heroes that their voices have returned. You take 1 die of damage to each of your traits. The heroes can now damage you normally, but you don’t have to tell them that.

Haunt 68: He Who Must Not Be Read

You may attack with Might or Sanity. Your Might attack deals physical damage and your Sanity attack deals mental damage.

A Wraith has traits equal to the explorer’s starting values.

Destroying a Soulcrux ends a hero’s turn.

Haunt 71: The Other Side

On your turn, you may take a stolen item to a room in the house with an omen symbol.

Haunt 73: Existence Precedes Essence

You cannot be killed until your friend the Head is killed. (Woe!) The Head can only be killed by being dealt 5 physical damage in one attack. Remove the Head from the game, then you can be killed normally.

Haunt 79: The Twins

A path may be any path of movement you could accomplish as the traitor without going through the same door or other exit twice.

Haunt 84: Forget to Remember

If you are loyal and a hero kills you, the hero sees in your eyes that you are innocent and loses 2 Sanity. Since you were never possessed by Richard Smith, nobody wins.”

Haunt 89: One of the Master’s Affairs

You win when the Turn/Damage track reaches 0 and you blast off to the stars with at least one hero in the house, or all the heroes are dead.

Haunt 95: Nanny Interrupted

If you exit a room on the upper level or roof, put your explorer token outside next to the room on the same side of the house that is closest to the front door.

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