how to play betrayal at house on the hill?
playing the haunt
The first turn always starts with the player to the traitor’s left and goes clockwise (next to the left away from the traitor). Each of the heroes takes a hero turn. After each hero has taken a turn, the traitor takes his or her traitor turn. After the traitor’s turn, any monsters controlled by the traitor get a monster turn. (This means that the traitor gets two turns: one for his or her actions and one for the monsters.) Then the first hero to the left of the traitor takes a turn, and so on.
The heroes and traitor are all still explorers. They can do the same things they did before the haunt was revealed, except they don’t make further haunt rolls (even if one of them draws an omen card). The traitor has to tell the heroes what he or she is doing each turn, but not why; the same condition applies to the heroes.
After the haunt begins, explorers can die. If any of your explorer’s four traits moves down to the skull symbol , then that explorer dies. Sometimes during a haunt, a hero’s “death” turns that explorer into a traitor instead. Certain haunts require something to be done a number of times equal to the number of explorers. That number includes any explorers who died.
What Happens if a Haunt’s Rules and the Regular Rules Conﬂict? How to play betrayal at house on the hill if rules Conflict?
If this happens, use the rules in the haunt. All of these rules are in effect unless a haunt says otherwise.
Sometimes the traitor is transformed or otherwise disposed of at the start of the haunt, but the traitor still gets a turn after all the heroes do. Even if the traitor dies, as long as the monsters can complete the haunt’s goals, the monsters still get their turn (under the traitor’s control).
During a haunt, if someone in the house makes a Knowledge roll to learn something and succeeds, all the other heroes learn that information as well.
Moving past Opponents
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. (Heroes slow down the traitor and monsters, and vice versa.) No matter how many penalties you have on a turn, you can always move at least 1 space. This is also true if a monster rolls a 0 for movement (see “How Monsters Work,” page 18). Stunned monsters don’t slow an explorer’s movement in this way.
How to play betrayal at house on the hill The Traitor’s New powers?
When your explorer becomes a traitor, if you are being impeded by a previously drawn event card (such as the Debris or Webs), you are freed from that effect. In addition, you can use the following abilities (unless a haunt says otherwise).
• You can use any beneficial text on a room tile while ignoring any harmful text. You can pass through the Revolving Wall without rolling. You can choose where the Mystic Elevator goes when you use it. You still slide to the Basement Landing when you move onto the Coal Chute.
• You can choose not to be affected by an event card or the Bite omen card. If you choose to be affected by a card, you do so after reading it but before making any rolls or doing any other action stated on the card. You then have to accept the result of any rolls or penalties.
• After you finish your turn, you move and attack with all of the monsters, if any. Even if the traitor dies, you still control the monsters. (In some haunts, the monsters are still able to complete a haunt’s goals after the traitor is dead.)
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