Overview
Betrayal at House on the Hill is a semi-cooperative exploration and horror game. Players explore a haunted house by laying room tiles, discovering items, omens, and events as they go. At some point during exploration, an omen card triggers the “haunt,” and one explorer becomes a traitor. The game then becomes a battle between the traitor (with possible monster allies) and the remaining heroes. There are 50 unique haunt scenarios, each with different objectives and win conditions.
Components
- 1 rulebook
- 2 haunt books (Traitor’s Tome and Secrets of Survival)
- 44 room tiles
- 1 Entrance Hall tile (3 rooms: Entrance Hall, Foyer, Grand Staircase)
- 6 plastic character figures
- 6 two-sided character cards (12 total explorers)
- 30 plastic clips (for tracking traits)
- 8 dice (custom: 0, 1, or 2 per die)
- 1 Turn/Damage Track
- 13 omen cards
- 22 item cards
- 45 event cards
- 291 tokens (monster tokens, event/room tokens, item tokens, trait roll tokens)
Setup
- Set aside the Traitor’s Tome and Secrets of Survival books.
- Each player chooses a character card (one explorer per side; pick one side).
- Attach 4 plastic clips to the character card, each pointing to the green starting numbers for Speed, Might, Knowledge, and Sanity.
- Shuffle and place omen, item, and event card decks face-down.
- Place the Basement Landing, Entrance Hall/Foyer/Grand Staircase, and Upper Landing tiles from left to right.
- Shuffle remaining room tiles face-down in a stack.
- Place all explorer figures in the Entrance Hall.
- The explorer with the nearest upcoming birthday goes first; play proceeds clockwise.
Turn Structure
On your turn, you may do the following actions in any order:
- Move up to your current Speed in spaces.
- Discover new rooms by entering empty doorways.
- Use items or omen cards (once each per turn).
- Attempt die rolls as required.
- Attack (once per turn, only after the haunt starts).
After drawing an omen card, you must make a haunt roll at the end of your turn.
Actions
Moving
- Move up to a number of spaces equal to your current Speed.
- When you draw a card (from discovering a room), you must stop moving for the rest of your turn.
Discovering Rooms
- When entering an empty doorway, draw the top room tile.
- If the tile matches your current floor (ground, basement, upper), place it connecting to the doorway.
- If it doesn’t match, discard it and keep drawing until you find a matching tile.
- Rooms with card symbols require you to draw the appropriate card.
Drawing Cards
- Event (spiral symbol): Read aloud, follow instructions, discard unless ongoing.
- Item (bull’s head symbol): Read aloud, keep face-up. Use once per turn.
- Omen (raven symbol): Read aloud, keep face-up. Make a haunt roll at end of turn.
Using Items
- Use each item once per turn.
- Give items to explorers in the same room (both agree).
- Drop items (place Item Pile token in room).
- Pick up items from a pile.
- Companions (Dog, Girl, Madman) follow their explorer and cannot be traded.
Making a Haunt Roll
- Roll 6 dice at the end of any turn where you drew an omen card.
- If the total is less than the number of omen cards that have been drawn by all players, the haunt begins.
- If equal to or greater, no haunt occurs yet.
Attacking (After Haunt)
- Attack once per turn against an opponent in the same room.
- Both sides roll dice: attacker rolls Might dice; defender rolls Might dice (or as specified by the haunt).
- If attacker’s total > defender’s: defender takes physical damage equal to the difference.
- If defender’s total >= attacker’s: no damage.
- Physical damage: Defender chooses to reduce Speed or Might.
- Mental damage: Defender chooses to reduce Knowledge or Sanity.
- If any trait reaches the skull symbol, the explorer dies.
Scoring / Victory Conditions
- After the haunt begins, consult the haunt chart to determine which haunt scenario plays out and who becomes the traitor.
- The traitor reads their scenario in the Traitor’s Tome.
- The heroes read their scenario in Secrets of Survival.
- Each side has a unique victory condition specific to the haunt scenario.
- The game ends when one side completes their victory condition.
Special Rules & Edge Cases
Special Rooms
- Entrance Hall: Three rooms on one tile (Entrance Hall, Foyer, Grand Staircase). The front door is always locked unless a haunt says otherwise.
- Grand Staircase: Always connects to the Upper Landing.
- Stairs from Basement: Leads to/from the Foyer via a secret door.
- Mystic Elevator: Roll 2 dice when entering; move the elevator to a connecting door on the rolled floor.
- Coal Chute: Moving in and sliding to Basement Landing counts as 1 space. A turn cannot end on the Coal Chute.
- Collapsed Room: Only the discovering explorer must make the Speed roll.
Trait Damage
- Explorers have 4 traits: Speed, Might, Knowledge, Sanity.
- Traits go up and down during the game via cards and events.
- Traits cannot go above the maximum value shown on the character card.
- If any trait reaches the skull symbol, the explorer dies.
After an Explorer Dies
- If a hero dies, the explorer’s items are dropped in their room.
- If the traitor dies, the haunt may end or the traitor’s monsters may continue.
Monster Movement
- Monsters are controlled by the traitor.
- Most monsters move and attack but cannot carry items.
- Monsters are not stopped by room effects that stop explorer movement.
Player Reference
| Phase |
Before Haunt |
After Haunt |
| Move |
Up to Speed spaces |
Up to Speed spaces |
| Discover rooms |
Yes |
Yes (if applicable) |
| Draw cards |
Yes (triggers haunt roll for omens) |
Varies by haunt |
| Use items |
Once per turn each |
Once per turn each |
| Attack |
No |
Once per turn |
| Haunt roll |
After drawing omen |
N/A (haunt already started) |
| Dice |
Values: 0, 1, or 2 per die |
| Damage |
Attacker total - Defender total = damage |
| Death |
Any trait reaches skull symbol |
| Haunt Trigger | Roll 6 dice < number of omen cards drawn |
|————-|—————————————-|