betrayal at house on the hill rules and glossary
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.
move: Each turn in, 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 of this betrayal at house on the hill rules.
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.
room: The betrayal at house on the hill rules 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” .
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.
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.
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