house on haunted hill game rule 4
Many haunts put one or more item tokens in the house, which have special rules for their use. Unless the haunt says otherwise, item tokens can be traded, dropped, or stolen just like item and omen cards. Weapons: The Axe, Blood Dagger, Revolver, Spear, and Sacrificial Dagger are weapons. Weapons can be used only while making an attack, not while defending (see below “Make an Attack by house on haunted hill game,”). You can use only one weapon per attack, but you can carry more than one. Using a weapon during an attack is optional. Companions: The 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.
Attempt a Die Roll
Many times during the house on haunted hill game, you’ll need to roll one or more dice. Each die has faces with 0, 1, or 2 dots, as shown here.
There’s no limit to how many times in a turn you can roll dice. For example, you might need to make a die roll for a card you drew by moving onto a room tile that also requires a die roll. You can’t, however, attempt the same roll more than once per turn. (For example, you can’t keep rolling on the same turn to try to open the Vault.) If a card, tile, or other game effect instructs you to roll a specific number of dice, do so and add the number of dots on each die to get the result of the die roll. Then do what the effect says for that result.
Damage Rolls: If an effect says to “take 1 die of physical damage,” roll an die. You take damage to Might and/or Speed equal to the number of dots rolled. For effects that cause more than 1 die of damage, simply add the dots on all the dice you roll. Taking mental damage works the same way, except that you distribute the damage between Knowledge and Sanity as you choose.
Trait Rolls: Sometimes a card, room, tile, or haunt tells you to attempt a roll based on one of your explorer’s traits (Might, Speed, Knowledge, or Sanity). When that happens, roll dice equal to the number your explorer currently has in that trait. For example, if your explorer must attempt a Sanity roll, and she currently has a Sanity of 4, roll 4 dice and add the dots together to get the result. Whether you succeed or fail, the card or tile’s text will tell you the results of your attempt. An attack roll isn’t a trait roll, even though it involves Might or some other trait (see “Make an Attack,” below).
Task Rolls: 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. That’s true even if different types of rolls could satisfy that task (such as either a Knowledge roll or a Sanity roll to succeed at the exorcism).
Make an Attack by house on haunted hill game
You can’t attack anyone until after the haunt starts.
Once during your turn, you can attack an opponent in the same room. (An opponent is an explorer or a monster that wants to stop your movement or interfere with you.) When you make an attack, roll a number of dice equal to your Might. Your opponent does the same. Whoever rolls a higher result defeats his or her opponent and inflicts physical damage against the other explorer or monster.
The amount of damage equals the difference between the two rolls. (For example, if you roll a 6 and your opponent gets a 5, you would inflict 1 point of physical damage.) If there’s a tie, no one gets hurt. Sometimes an effect lets you make an attack with a trait other than Might. You do this the same way as a Might attack, except you and your opponent use the other trait. For example, if you make a Speed attack, you and your opponent roll dice based on Speed. Speed attacks also deal physical damage.
When an effect lets you attack with Sanity or Knowledge, then you inflict mental damage. You can’t use a trait to attack an opponent who doesn’t have that trait. For instance, if a monster doesn’t have Sanity, you can’t make a Sanity attack against it.
Sometimes when you defeat your opponent, you do something other than inflicting damage. For instance, you might be able to steal an item (see “Special Attacks,” below).
Monsters are only stunned when you defeat them, not killed, unless a haunt specifies otherwise (see “How Monsters Work,” page 18). You can attack a stunned monster if there’s another benefit from doing so (such as stealing an item from it or killing it with a special item). Stunned monsters still roll dice to defend, but if the attacking hero loses, he or she takes no damage.
You can both make a haunted-specific action (as described in the haunt’s rules) and an attack on your turn.
Distance Attacks: The Revolver’s ability is an example of a distance attack. It allows you to attack someone in another room within your line of sight—a path that leads through an uninterrupted straight line of doors. You take no damage if the subject of, your distance attack defeats you. Some monsters can also make distance attacks.
Stealing Items: If you attack someone and inflict 2 or more points of physical damage, you can steal a tradable item or omen instead of inflicting the damage. (The item’s or omen’s card says if it can’t be traded.) You can’t steal an item or omen by making a distance attack.
Some haunts have special rules for stealing items in house on haunted hill game.
Example of Combat:
Let’s say your explorer, Jenny Le Clerc, just attacked a Werewolf. She has a Might of 4, so you roll 4 dice for her attack. You get a 5 on your attack roll. The traitor rolls an 8 for the Werewolf! Jenny has to take 3 points of physical damage. You choose to lower her Might 2 spaces (to 3) and her Speed 1 space (it stays at 4) by sliding the plastic clips to the new numbers. Jenny’s still alive,but she’s hurt!
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