betrayal board game

Betrayal on the house on the hill | rule 3


Betrayal on the house on the hill lesson 3:

Drawing, Event, Item, and Omen Cards
Some rooms have symbols printed on them that match symbols on the cards. The first time you discover a room with a symbol, you must end, your move in that room and draw the appropriate card. Only the first player to discover the room draws the card (and ends his or her movement there). If the room at Betrayal on the house on the hill has an event symbol (a spiral), draw an event card. Read it out loud. Follow its instructions, which might require you to attempt a die roll. Then discard the card unless it says otherwise or has an ongoing effect. If the room has an item symbol (a bull’s head), draw an item card. Read it out loud. Place it face up in front of you; you now have the item in your possession. (You’re carrying or wearing it.) You can use the item once immediately and once on each of your turns, unless the card says otherwise.

If the room has an omen symbol (a raven), draw an omen card. Read it out loud. 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 begun, you must make a haunt roll. (See “Making a Haunt Roll”) If you discover a new room because of a tile’s or card’s effect, and that new room has a symbol on it, you draw the appropriate card for that new room. If a room is added to the board through any other means (such as a haunt’s instruction), the first player who enters that room does not draw a card. Even though your movement ends when you draw a card, you can still take other actions on that turn (such as using an item).

Betrayal on the house on the hill

Use Item and Omen Cards when you are playing Betrayal on the house on the hill
All explorers can use items. Some monsters can too, if the haunt’s rules allow it. You can use an item once at any point during your turn. Most omen cards are treated like items:

betrayal at house on the hillYou keep the card in front of you and use it just like an item. There’s no limit to the number of items you can carry. Once during your turn, an explorer (or monster that can carry items) can do the followings:
• Trade an item to another explorer in the same room (assuming you both agree).
• Drop any number of items. (If you do, put a pentagonal Item Pile token in that room.) Another explorer (or you, for that matter) can later pick up all or some of the items in the pile.
• Pick up one or more items from a pile of items. Remove the Item Pile token, if all items are picked up.

Some items in Betrayal on the house on the hill cannot be traded (or stolen), but they can be dropped or picked up. The item card’s text will state whether you can take a certain action with that item. The Bite, Dog, Girl, and Madman aren’t items, so they can’t be dropped, stolen, or traded. (Their cards say this.)

For every item, an explorer (or monster that can carry items) can perform only one of the following actions with that item during a turn.
• Use the item.
• Trade the item to another explorer.
• Drop the item.
• Steal the item (see “Special Attacks”).
• Pick up the item.
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. For example, an explorer couldn’t attack with the Spear and then trade it to another explorer on the same turn. If an item would adjust one of your traits above the maximum number for the trait printed on your character card, make a note of how much that item puts that trait “over the top.” If you lose that item, you lose from that “over the top” number, not from the printed maximum. For example, if an item adds 2 to your Might, but you gain only 1 Might before hitting the maximum, you’d lose only 1 from your maximum Might if you lost that item.

So do you like to start play this cool boardgame Betrayal on the house on the hill with your friends?

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