Contents
- 1 Betrayal at House on the Hill Game Rules
- 1.1 Welcome to the Game
- 1.2 The Intense Journey Begins
- 1.3 Let’s Play!
- 1.3.1 1. Challenge
- 1.3.2 2. Rewards
- 1.3.3 3. Immersion
- 1.3.4 4. Social Interaction
- 1.3.5 5. Progression
- 1.3.6 Moving
- 1.3.7 Discovering a New Room
- 1.3.8 Getting Omen, Item, and Event Cards
- 1.3.9 Special Rooms
- 1.3.10 Using Cool Stuff: Items and Omen Cards
- 1.3.11 Rolling the Dice
- 1.3.12 Ready to Attack?
- 1.3.13 Special Attacks
- 1.4 The Mysterious Haunt
- 1.5 Getting past opponents
- 1.6 The traitor’s new powers
- 1.7 About Monsters
- 1.8 It’s Game Over
Betrayal at House on the Hill Game Rules
Hey there! Welcome to the rules for the incredible game, Betrayal at House on the Hill. I’m here to guide you through the ins and outs of this spooky adventure.
First things first, let’s talk about how the game works. In Betrayal at House on the Hill, you and your friends explore a haunted house, room by room, building the house as you go. Sounds exciting, right? Well, it gets even better.
As you explore, you’ll encounter all sorts of creepy things – from ghosts and monsters to secret passageways and ancient artifacts. You never know what you might find around the next corner.
But here’s the twist – as you explore, something sinister is brewing. One of you will eventually be revealed as a traitor, hell-bent on stopping everyone else from escaping the house. Spooky, huh?
Now, let’s delve into the nitty-gritty of the game. You start off by choosing a character. Each character has their own unique abilities and stats, so choose wisely. Then, grab your trusty explorer token and dive into the house.
As you move from room to room, you’ll uncover new tiles and place them on the table. This builds the house, making it bigger and more mysterious with every turn. You’ll also come across items, events, and omens – all of which can help or hinder your progress.
Speaking of progress, let’s talk about your character’s stats. You’ve got four key stats – Speed, Might, Sanity, and Knowledge. These stats determine your character’s abilities and influence how well you can tackle the challenges that lie ahead.
You’ll use these stats to resolve various events and encounters throughout the game. Sometimes, you’ll need to roll dice to see if you succeed. Other times, you’ll have to make tough decisions that could have a big impact on the outcome of the game. The choices you make will shape the experience for everyone involved.
Eventually, the haunting will begin. This is where things get really intense. The traitor is revealed, and it’s up to the rest of the players to work together to stop them or escape the house before it’s too late.
But there’s a catch – the exact scenario and win conditions depend on the haunt revealed. There are 50 different haunts, each with its own unique story and rules. This means that no two games of Betrayal at House on the Hill are ever the same.
So, are you ready to embark on this thrilling, unpredictable adventure? Gather your friends, grab a copy of Betrayal at House on the Hill, and let the haunting begin. Just remember, not everything is as it seems, and betrayal can lurk around any corner.


- 1 rulebook
- 2 books for the “haunt” scenario (Traitor’s Tome and Secrets of Survival)
- 44 tiles for different rooms in the house
- 1 tile for the Entrance Hall (with 3 rooms)
- 6 plastic figures representing characters
- 6 two-sided cards with character information
- 30 plastic clips
- 8 dice
- 1 Turn/Damage Track
- 13 omen cards
- 22 item cards
- 45 event cards
- 12 large circular tokens for monsters (with art)
- 204 circular tokens for monsters
- 14 square tokens for events and rooms
- 43 pentagonal tokens for items
- 18 triangular tokens for trait rolls
Welcome to the Game
I’m excited to introduce you to this amazing and mysterious board game. It’s full of adventure and suspense, and I can’t wait to have you join me in exploring the secrets of the house. Are you ready?
The Intense Journey Begins
Before we dive into the game’s objective, let’s quickly set up everything we need. The rules are straightforward, but there’s a lot to discover and strategize about. Get ready for a thrilling experience!

So, let’s talk about the important things we need to do before we start playing the exciting game called Betrayal at House on the Hill. First of all, we need to put aside the Traitor’s Tome and Secrets of Survival haunt books – we won’t be needing them until the haunt is revealed.
Now, each of us will choose a character card. These cards have different explorers on each side, so pick the one you like the most.
Next, we need to attach 4 plastic clips to our explorer card. Make sure each clip points to one of the explorer’s GREEN starting numbers for their Speed, Might, Knowledge, and Sanity. This will help us keep track of our character’s abilities.
Now it’s time to prepare the cards. Shuffle a stack of omen cards and place it facedown where everyone can reach it. Do the same with the item cards and the event cards – they all add excitement to the game.
Lastly, we need to set up the house. Find the Basement Landing, Entrance Hall/Foyer/Grand Staircase, and Upper Landing room tiles. Place them from left to right, but make sure they’re reasonably far apart. These tiles will be the starting point for our exploration.
Oh, and don’t forget to mix all of the other room tiles together and put them facedown in a stack. We don’t need to worry about which floor is shown on the back of the tiles – it adds to the mystery.
Alright, let’s get ready to start the game! First things first, each of us needs to place our explorer’s plastic figure in the Entrance Hall. Make sure to match the color of your figure with the color behind your character card.
We also need to have the dice nearby. Keep them in a pile within easy reach, as we’ll be using them throughout the game.
Now, let’s decide who goes first. The explorer with the next birthday will have the honor of starting the game. Take a look at your character card to find out your birthday. From there, we’ll take turns clockwise, following the first explorer.
Once we’re all set up, the table should look something like this:
Let’s Play!
Playing games is a fun and exciting way to spend our time. We can challenge ourselves while having a great time. Whether it’s on a computer, console, or mobile device, games offer a unique experience that engages our minds and keeps us entertained.
So, what makes a game enjoyable to play? Let’s dive into the world of game play and explore the key elements that make games so captivating.
1. Challenge
A crucial aspect of any game is the challenge it presents. When I play a game, I want to feel a sense of accomplishment and satisfaction when I overcome obstacles. Whether it’s solving puzzles, defeating enemies, or completing missions, the challenges in a game keep me engaged and motivated to keep playing.
2. Rewards
Getting rewarded for my efforts is always a nice feeling. Games often feature rewards such as points, virtual currency, or even in-game items that enhance the gameplay experience. These rewards incentivize me to continue playing and striving for even greater achievements.
3. Immersion
Immersing myself in a game is an essential part of the experience. Whether it’s through stunning graphics, captivating sound design, or a compelling storyline, I want to feel like I’m a part of the game world. When a game can transport me to a different reality, it enhances the enjoyment and makes it truly memorable.
4. Social Interaction
Games are not just solo adventures. Many games offer opportunities for social interaction, allowing me to connect and play with friends or meet new people online. Whether it’s cooperating in a team, competing against each other, or simply chatting and sharing experiences, the social aspect of gaming adds an extra layer of fun and enjoyment.
5. Progression
Tracking my progress and seeing myself improve is incredibly satisfying. Games often have progression systems that allow me to level up, unlock new abilities or items, and advance through the game. This sense of growth and development keeps me invested and motivated to keep playing.
As you can see, game play is a multi-faceted experience. It’s not just about pressing buttons and moving characters on a screen. It’s about the challenges, rewards, immersion, social interaction, and progression that make games so captivating and enjoyable.
So, the next time you pick up a game, remember to embrace the adventure, overcome the challenges, and have a blast! Happy gaming!

Starting with me and going around the group, we each take turns exploring the house.
When it’s my turn, I can do any of the following actions, in any order:
- I can move.
- I can find a new room.
- I can roll the dice.
- I can use items or special cards.
- I can attack (once during my turn after the haunting begins).
Before the haunting begins, I have to make a haunting roll at the end of my turn if I draw a special card (see “Making a Haunting Roll”). The game gets even more interesting after the haunting starts.
Moving
During my turn, I can move up to the number of spaces that match my character’s current Speed. If I have to draw a card because of a game effect, I have to STOP moving for the rest of my turn.
Discovering a New Room
When you walk through a door and there’s no room on the other side, check the top tile of the room stack. If it matches the floor you’re on (ground floor, basement, or upper floor), flip it over and connect it to the door you just entered. Then, step into that room. Place each new tile in a logical way, making sure to connect doors between adjacent rooms whenever you can.
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Okay, so here’s the deal – if you got a tile that doesn’t fit the floor you’re on, just put it aside face down in a pile of rejects. Don’t sweat it though, because eventually, you’ll come across one that actually works for your floor. And get this, some tiles can even be used on multiple floors!

When I’m exploring a house, I can go through a door as long as it connects to another door in a nearby room. All the doors are open, except for the front door, which is always locked. Unless a special situation arises, I can’t leave the house or use the front door. Even outdoor spaces like the Patio are considered part of the house.
Staircases are the way to move between floors. The Grand Staircase always connects to the Upper Landing, while the Stairs from Basement lead to and from the Foyer through a secret door. However, I can only use the Stairs from Basement after discovering that room in the basement.
Some rooms have specific rules that affect me whenever I enter them. Some rooms may impact my movement, and there are a few special rooms that are further explained in the “Special Rooms” sidebar.
Getting Omen, Item, and Event Cards
When you enter a room, you might see a symbol on it. The symbol could be a card symbol, a spiral symbol, a bull’s head symbol, or a raven symbol. Each symbol represents something different that you need to pay attention to.
If the room has a card symbol, it means you have to stop your movement there and draw a card. The card will tell you what to do.
If the room has a spiral symbol, it means you have to draw an event card. Read the card out loud and follow its instructions. Sometimes, the card will ask you to roll some dice. After you’re done, discard the card unless it tells you to keep it or if it has an ongoing effect.
If the room has a bull’s head symbol, it means you have to draw an item card. Read the card out loud and place it face up in front of you. This means you have the item now. You can use the item once right away, and then once on each of your turns, unless the card says otherwise.
If the room has a raven symbol, it means you have to draw an omen card. Read the card out loud and place it face up in front of you. This means you have the omen now. The card might ask you to do something immediately.
At the end of your turn, it’s important to remember that you have to make a haunt roll. This will determine if the game enters another phase called the haunt, where things change and get more interesting.
Special Rooms
Ah, the allure of special rooms! There’s something mystifying and captivating about these unique spaces that makes them utterly enchanting. When I stumble upon a special room, I can’t help but feel a surge of curiosity, eager to unearth its hidden secrets and embrace the unknown.
Let me introduce you to some of these extraordinary rooms that I find so captivating. First, we have the Secret Library. Tucked away behind a bookshelf or concealed within a hidden passage, this cozy hideaway is a book lover’s dream come true. Imagine pulling aside a dusty tome to reveal a concealed space filled with shelves upon shelves of literary treasures. It’s a realm where imagination knows no bounds, where you can escape reality and embark on endless literary adventures.
Next up, we have the Starry Observatory. This celestial sanctuary offers a glimpse into the vast expanse of the universe. Its glass dome reveals a mesmerizing night sky, adorned with twinkling stars and celestial wonders. Sit back and gaze at the constellations, tracing their intricate patterns with your finger. As you soak in the beauty of the cosmos, you might find yourself pondering the mysteries of the universe and contemplating your place within it.
Ah, and let’s not forget the Enchanted Garden. Imagine stepping into a magical oasis, where vibrant blooms and lush foliage surround you. Each step unleashes a symphony of scents, as fragrant flowers perfume the air. And there, among the verdant greenery, lies a hidden nook, a peaceful retreat where you can sit and listen to nature’s soothing whispers. It’s a sanctuary that rejuvenates the soul and reminds us of the profound connection between humans and the natural world.
These special rooms are more than just physical spaces; they hold the power to transport us to other realms, stimulate our imagination, and provide solace in the midst of chaos. They invite us to rediscover the childlike wonder that lies dormant within us and inspire us to explore new horizons.
So, my friend, if you’re seeking a taste of magic and a touch of the extraordinary, these special rooms beckon you. Venture forth into their mysterious depths, and who knows what wonders await you. May you find enchantment in the pages of the Secret Library, ponder the mysteries of the universe in the Starry Observatory, and rediscover your connection with nature in the Enchanted Garden. Embrace the allure of these special rooms and let them spark your curiosity, for it is through curiosity that we embark on the most extraordinary journeys.

In the game, there are certain room tiles that have rules printed on them. Some of these tiles also have special rules that you need to know. Let me explain them to you.
The Entrance Hall
The Entrance Hall, Foyer, and Grand Staircase may all be on the same room tile, but they are treated as three separate rooms.
The Mystic Elevator
When you enter the Mystic Elevator tile, it moves immediately. Roll two dice and place it next to a connecting door on the same floor. If there is no connecting door, leave the Mystic Elevator where it is.
If you roll the same number on both dice, you can choose to move the elevator to a different connecting door on your floor. Remember, you can only use the elevator once per turn.
The Coal Chute
When you enter the Coal Chute, it counts as moving one space to the Basement Landing. However, you cannot end your turn with an explorer or monster on the Coal Chute space. They will always slide down to the Basement Landing.
The Vault
Once the Vault is opened, I put the Vault Empty token on it.
The Collapsed Room
If I am the first one to find the Collapsed Room, I need to make a Speed roll as it says. After that, if anyone else goes into the room, they can choose to ignore the ability or use it on purpose. But remember, they still take damage. And just so you know, falling to the basement doesn’t count as moving a space. When the first person falls to the basement from the Collapsed Room, I draw a basement tile and put the Below Collapsed Room token on the room where they landed.
The Crypt
Monsters don’t have to follow the special rules of this room.
The Furnace Room
Monsters don’t have to follow the special rules of this room.
The Chasm, Catacombs, Vault, and Tower
Hey there! Let’s talk about barrier rooms. They’re like invisible walls that prevent you from crossing to the other side of the room. To overcome a barrier, you need to make a trait roll. This means you’ll need to use your Might, Speed, Sanity, or Knowledge, depending on what the room tile says. You only get one shot at it, so make it count!
Keep in mind that trying to cross a barrier doesn’t count as moving a space, so you can still move around freely even if you fail the roll. Just remember, if you fail, you can’t cross the barrier and need to find another way.
Oh, and here’s a little tip: monsters aren’t bothered by barriers at all. They can just walk right through them like they’re not even there!
Using Cool Stuff: Items and Omen Cards

Hey there! Wanna know how to use items in the game? I’ll break it down for you, so you’ll be all set!
Alright, so here’s the deal: you can use an item once during your turn. Easy, right? Now, most omen cards can also be used like regular items, and you get to keep them too. Cool, huh?
Now, let’s get into the nitty-gritty of using items. Here are the things you can do:
- Give an item to another explorer in the same room, but only if you both agree. Sharing is caring, after all!
- Drop as many items as you want in a room. When you do, you need to put an Item Pile token there. If someone (or even you) wants those items later, they can pick them up. And when all the items are gone, the token goes away too. No clutter, yay!
- Pick up one or more items from a pile. It’s like finding treasure!
Just a heads up, some items like the Armor can’t be traded. But no worries, you can still drop or pick them up if you need to.
Some omens, like the Dog, are not objects that can be dropped or traded. Instead, they are companions that stick with the explorer. So if you have custody of a Dog, Girl, or Madman, they will follow you on your journey.
Rolling the Dice
Throughout the game, there will be many times when you need to roll dice. For example, you might need to roll dice when you draw a card or when your explorer enters a new room.
If a card instructs you to roll a certain number of dice, go ahead and roll them. Add up the dots on each die to get your final result. Then follow the instructions on the card based on that result.
Hey there! Sometimes when playing the game, you might come across a card or room tile that asks you to roll a dice based on one of your explorer’s traits – Speed, Might, Sanity, or Knowledge. It’s pretty exciting! What you need to do is roll as many dice as your explorer currently has in that trait. Let me give you an example. Let’s say your explorer needs to make a Sanity roll, and her Sanity is 4. All you have to do is roll 4 dice and add up the dots on them to get your result. Easy, right?
Now, whether you succeed or fail, don’t worry! The card or tile will tell you exactly what happens next. It’s all part of the adventure!
Ready to Attack?
Here’s an exciting part of the game! Once during your turn, you have the chance to attack another player or a monster in the same room as you. But remember, you can only attack after the haunt starts. Got it?
When you decide to make an attack, you’ll need to roll a number of dice equal to your Might. Your opponent or the monster will do the same. Then, depending on who gets a higher result, physical damage will be inflicted on the other explorer or monster. Things are about to get intense!
So here’s the deal: when I’m in a game and I go up against my opponent, I gotta defeat them. And the way I do that is by rolling the dice. The difference between my roll and my opponent’s roll determines how much damage I inflict. Let’s say I roll a 6 and my opponent gets a 5. That means I deal 1 point of physical damage. Got it?
Now, if there’s a tie, no one gets hurt. It’s like a stalemate. But if I do take damage, it affects my explorer’s abilities. Specifically, my Might and/or Speed traits. The amount of spaces I move down on the board is equal to the amount of damage I took. So if I took 3 points of damage, I move my Might and/or Speed traits down by 3 spaces. Simple enough, right?
Now, here’s where things get really intense. Once the haunt phase begins, I gotta be careful. If any of my traits – Speed, Might, Sanity, or Knowledge – drops down to the skull symbol, it’s game over for me. Yeah, I’m out. But here’s the thing, before the haunt starts, nobody can die. That means none of the traits can go below the lowest number on the list. They just stay at that lowest value.
Ever heard of attacking with something other than brute strength? Yeah, it’s a thing. Sometimes in the game, a card or a haunt gives you the opportunity to attack using a different trait instead of Might. It’s pretty cool, really. Let me tell you how it works.
So, when you make an attack with a trait like Speed, you and your opponent both roll dice based on your Speed. Neat, huh? These kinds of attacks are called Speed attacks, and just like regular Might attacks, they deal physical damage to your opponent. Ouch!
Now, here’s the interesting part. When you attack with Sanity or Knowledge, it’s a whole different story. These attacks mess with your opponent’s mind! Instead of physical damage, you and your opponent move down your Sanity and/or Knowledge traits. It’s like an intellectual battle of wits in there!
But hold on a second. You can’t use a trait to attack an opponent who doesn’t have that trait. So, if your opponent doesn’t have any Sanity, you can’t make a Sanity attack against them. That would just be silly!
Oh, and guess what? Sometimes attacking isn’t all about causing damage. It can be a little more creative than that. In some cases, when you attack, you get to do something special, like stealing an item. Yeah, you heard me right. It’s all part of the game, my friend. Keep your eyes open for those special attacks! They could turn the tide of the battle in your favor.
Hey there! Did you know that when you beat a monster in a game, they are only temporarily stunned? It’s true, unless the game rules say otherwise.

Special Attacks
I want to talk to you about special attacks. They’re pretty cool, don’t you think? When I hear the term “special attacks,” it really piques my interest. It’s like something out of a video game or a superhero movie. But you know what? Special attacks aren’t just for fictional heroes. They’re a real thing, and they can make a big difference in certain situations.
So, what exactly are special attacks? Well, let me break it down for you. Special attacks are unique abilities or techniques that someone or something can use to gain an advantage or overcome obstacles. They’re like secret weapons that you can whip out when you need that extra oomph. Pretty cool, huh?
One of the reasons why special attacks are so fascinating to me is their versatility. They can take many forms and serve a variety of purposes. Some special attacks are pure offensive powerhouses that can deal massive damage to enemies. Others are defensive maneuvers that can protect you or your allies from harm. And then there are special attacks that provide support or buff your own abilities. It’s like having a whole arsenal of tools at your disposal, and it’s up to you to choose the right one for the job.
Of course, special attacks don’t come without risks. Just like any powerful tool, they can be a double-edged sword. If used recklessly or without proper consideration, they can backfire and cause more harm than good. That’s why it’s important to understand each special attack’s strengths and weaknesses, and to think carefully about when and how to use them.
When it comes to choosing the right special attack, there are a few factors you should take into account. First, you need to consider the situation at hand. Is it a battle against a formidable opponent? Are you facing multiple enemies at once? Understanding the context will help you determine which special attack is most appropriate.
Next, you need to think about your own abilities and play style. What are your strengths and weaknesses? Some special attacks may require a certain level of skill or experience to execute effectively. It’s important to choose one that aligns with your capabilities and complements your overall strategy.
Lastly, it’s always a good idea to consider the potential consequences of using a special attack. Will it leave you vulnerable afterward? Does it have any cooldown or recovery time? These are important factors to weigh, as they can determine whether the benefits outweigh the risks.
So, there you have it. Special attacks are a pretty fascinating concept, don’t you think? They’re like the icing on the cake of any epic adventure or fierce battle. Just remember to use them wisely and strategically, and they can elevate your performance to new heights. Now, go out there and unleash your own special attacks!

A Sneak Attack
Imagine this: you’re in a room, and you see someone right within your line of sight. With the Revolver in your hand, you can launch a sneak attack. But here’s the kicker – you won’t get hurt if they overpower you. Keep in mind, though, that certain monsters can also surprise you with a distance attack.
Grabbing the Goods
When you launch a physical attack and deal a whopping 2 or more points of damage, you have a chance to steal something valuable instead of causing harm. But remember, this trick only works in close quarters – distance attacks won’t do the trick.
The Mysterious Haunt
Roll the Dice
Before all the madness begins, it’s time to roll the dice. Whenever you draw an omen card, be sure to roll 6 dice at the end of your turn – this is called a haunt roll. Here’s the deal: if the total number of omen cards drawn by everyone is greater than your roll, brace yourself for the terror ahead. And guess what? You’ll be the one responsible for starting the chaos as the haunt revealer.
Let’s say that during the game, if you draw an omen card on your turn and the players have already drawn a total of 4 omen cards, you need to roll a 4 or less on your haunt roll to start the haunt.
Time to Reveal the Haunt
When you make a haunt roll and start the haunt, you need to check the inside front cover of Secrets of Survival or the Traitor’s Tome. On that page, there’s a haunt chart that shows which haunt has been revealed and who the traitor is.
The chart on the inside cover has a list of omen cards on top and a list of rooms on the side. Look at the name of the omen card that was drawn before the haunt roll and the room where that player’s explorer was when the omen card was drawn. Find the corresponding haunt number. That’s the haunt you’re going to play.
Hey there! When you discover who the traitor is, simply hand over the Traitor’s Tome to that player. It’s important to note that the haunt revealer, which is the player who passed the haunt roll, might not always be the traitor.
Here are a couple of special cases to consider:
- If there’s a possibility that two or more people could be the traitor, and one of them is the haunt revealer, then that person is the traitor.
- If neither of them was the haunt revealer, then the player seated closest to the left of the haunt revealer becomes the traitor.

The Setup for the Haunt
Here’s what we do at the beginning of the haunt:
- The traitor takes the Traitor’s Tome and goes out of the room. The traitor reads only the haunt that is starting now.
The Order of Turns in the Haunt
The first turn always starts with the player to the left of the traitor and goes clockwise (in the opposite direction from the traitor). Each hero takes a turn. After every hero has had their turn, the traitor takes their traitor turn. After the traitor’s turn, any monsters under the traitor’s control take their turn. (One player gets two turns: one for the traitor and one for the monsters). Then the first hero to the left of the traitor goes, and so on.
In this game, we’re all adventurers – heroes and a traitor. We can still do the same things we did before the shocking reveal, but we don’t have to make any more fate rolls, even if one of us gets an omen card. The traitor has to let the heroes know what they’re doing every turn, but they don’t have to explain why. The same rule goes for the heroes.
Once the shocking reveal happens, adventurers can actually die. If one of our adventurer’s four skills drops down to a skull symbol, that adventurer is gone forever. It’s possible for a hero to become a traitor during the shocking reveal when they “die”.
Sometimes the traitor is eliminated or changed at the start of the shocking reveal, but they still get a turn after all the heroes do. Even if the traitor dies, as long as the monsters can achieve the goals of the shocking reveal, they still get their turn and the traitor controls them. So, keep an eye out for those goals!
Choosing the Right Haunt
So, let’s talk about how to select the perfect haunt for your game. It can be a bit tricky, but don’t worry, I’m here to help!
If you check the chart and find a haunt that you’ve already done before, and you don’t want to repeat it, here’s what you can do:
Look for the room with an omen symbol that is closest to the person who revealed the haunt. Take note of that room and go back to the chart.
Now, find the room on the chart that matches the omen symbol from the room you just identified. This will give you a new haunt number to explore.
Keep going from room to room following this method until you stumble upon a haunt that you haven’t played yet. If you reach the end of all the placed rooms, don’t worry! Just look at the next omen symbol you have and repeat the process.
By using this optional rule, you can play through all the haunts without repeating any that you’ve already experienced. Pretty cool, right?
Discovering Heroes and Secrets
Now, let’s dive into the fascinating world of heroes and secrets. Get ready for some exciting stuff!
Hey, listen up! I ain’t spillin’ the beans on my goals to no traitor, unless I know they already got the scoop or I’m doin’ somethin’ as part of the haunt. Sometimes, it pays off to have the upper hand and keep the traitor guessin’. You can keep on playin’ these haunts once you figure ’em out, but until then, the heroes need to keep their Survival Secrets under wraps, ya hear?
What happens to my stuff if I kick the bucket?
If you bite the dust and you got a companion (like a Dog, a Girl, or a Madman), leave its token in the room where you bit the dust. On top of that, set aside that omen card. If another explorer waltzes into the room, they become the new caretaker of that companion (and snag that omen card). When you croak, any other stuff you got gets left behind. Slap an Item Pile token on the floor and keep those item or omen cards separate.
If other players want your stuff, they can come to the room and take your things (even the cards).
Getting past opponents
If there are other players in the room with you when the haunt starts, you have to use an extra space of movement to leave that room. An opponent is someone or something that wants to stop you from moving. No matter how many penalties you have, you can always move at least one space. Stunned monsters won’t slow down your movement.
The traitor’s new powers
When you become a traitor, you can do the following things (unless the haunt tells you otherwise) :
- You can use or ignore any room effects or cards that don’t cause damage. You can walk across the Chasm, decide where the Mystic Elevator goes, leave the Junk Room without rolling, and more.
- You have the option to not be influenced by an event card. However, if you do choose to be affected, you must accept any consequences or drawbacks.
- Once you finish your turn, you will control and direct all of the monsters, if there are any. This is true even if the traitor perishes. In certain scenarios, the monsters can still accomplish the objectives of a haunt even after the traitor has been killed.
About Monsters

I’m going to tell you something fascinating about monsters. They have their own unique way of doing things that sets them apart from explorers like you and me. Here are some important rules to keep in mind when dealing with monsters.
One thing that stands out is how monsters move. Unlike explorers who carefully plan their route, monsters rely on chance. At the beginning of their turn, they roll a set of dice equal to their Speed. The result determines how many spaces a monster can move during that turn.
If there are multiple monsters of the same type, such as Bats or Zombies, you only need to make one roll for the entire group. Each monster in that group can move the number of spaces rolled.
Here’s another interesting tidbit: most monsters are incredibly resilient. Unlike us explorers who can meet our untimely end, monsters can’t be killed. If a monster takes any damage, it becomes stunned and has to miss its next turn. You’ll know a monster is stunned because its token will be flipped over. But don’t worry, the monster will recover after its next turn, and its token will be flipped back to its original position. When a monster is stunned, it won’t be able to impede an explorer’s movement. So, you’ll still be able to move freely.
Just like explorers, monsters have the power to attack once on their turn. But monsters don’t always rely on strength when they attack. They can use different traits to unleash their attacks. However, they are not able to perform any Special Attacks, unless instructed to do so by a specific haunt.
Similar to traitors, monsters have the ability to avoid any non-damaging room features. They can freely move through the Coal Chute, Collapsed Room, Gallery, Mystic Elevator, and stairs tiles. They can also make use of special movement options provided by cards like Secret Stairs, unless these cards specify that only explorers can use them. Monsters are not affected by the Furnace Room or the Crypt.
Monsters are not capable of exploring new rooms. They are restricted to the rooms they are currently in.
Additionally, monsters aren’t able to carry items, unless the haunt states otherwise. If a monster that is allowed to carry items is stunned, it will drop all of its items and leave them behind in the room. The items can’t be picked up by the monster until it has its next turn.

It’s Game Over
If you’re on the heroes’ side or the traitor’s side, the game ends when either team completes their objectives for the haunt. Simple as that.
Here’s the catch: the heroes must have at least one survivor in order to claim victory. But hold on, there’s more! Some haunts have goals that allow the traitor to snatch victory from the jaws of defeat, even after they bite the dust.
Imagine this: let’s say the traitor’s monsters have what it takes to win without their leader. Yikes!
So, how do you know when it’s time to pack up? Well, the game concludes as soon as one side reaches their goals, which you can find in the “You Win When” section of the haunt. And when that magical moment happens, someone from the winning side gets to bask in the glory and read aloud the “If You Win” section from their side’s haunt book.