ON your turn. . .
You can do as many of the following actions as you want, in any order at betrayal at the house on the hill:
• Discover a new room.
• Use item and omen cards.
• Attempt a die roll.
• Make an attack (once during your turn after the haunt starts).
Before the haunt starts, you must make a haunt roll at the end of your turn if you draw an omen card (see “Making a Haunt Roll,”). The game has a few new twists after the haunt starts (as described in “The Haunt,”).
On your turn, you can move up to a number of spaces equal to your character’s current Speed. You can perform actions (such as using an item or attacking) in the middle of your movement. However, whenever a game effect makes you draw a card for any reason, you must stop moving for the rest of your turn.
Discover a New Room
So enjoy play betrayal at the house on the hill and discover new room, When your explorer enters a doorway, and there isn’t a room on the other side, look at the top tile in the stack room. If it has the name of the floor you are on (ground, basement, or upper), turn it over and connect it to the doorway you just entered. Then move into that room. You have discovered it. Add each new tile as logically as you can, creating adjacent rooms with connecting doors whenever possible. If it’s impossible to match up all doors, you instead create a false feature, such as a blocked door or boarded-up window (not uncommon in a haunted house).
Some room tiles have the rules printed on them that summarize their effects. Most of those rooms have additional rules or further explanations described in this section. These tiles have an asterisk (*) printed beside the room’s name. Chasm, Catacombs, Vault, and Tower 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 and tietale (one of Might, Speed, Sanity or Knowledge). You can attempt this role once during your turn. Crossing the barrier doesn’t count as moving a space. If you fail the roll, your movement ends. On your next turn, you may attempt another roll to cross, or you can go back the way you came. Explorers can’t fight or interact in any way with an 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 with the Collapsed Room or the Secret Passage), then that token is permanently on the side of the room you chose.
Entrance Hall, Foyer, and Grand Staircase
The Entrance Hall, Foyer, and Grand Staircase are all on the same tile, but they count as three separate rooms. Moving from one room to an adjacent room on the tile counts as 1 space of movement. The Grand Staircase and the Upper Landing are two separate rooms at betrayal at the house on the hill
When you enter this tile, you move immediately to the Basement Landing. Entering the Coal Chute and sliding to the Basement Landing counts as moving 1 space. A turn can’t end with a character on the Coal Chute tile.
Only the explorer who first discovers the Collapsed Room in betrayal at the house on the hill 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 into the basement doesn’t count as moving a space, but the explorer still takes the damage.
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 in the room where he or she landed. Place the new basement tile adjacent to any basement room already in play. If there is none, place it adjacent to the Basement Landing. If all the basement
tiles have already been placed, choose one to land in. If the first character to enter the Collapsed Room is a monster, instead of drawing a new tile, choose an existing basement room and put the monster’s token there.
If this room lowers your Speed as you exit it, and your new Speed would mean you don’t have enough movement left
to leave, you still make it out. You stop moving on the tile adjacent to the Junk Room instead.
This tile moves as soon as you enter it. Roll 2 dice and put it adjacent to a connecting door on the appropriate floor.
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