Contents
- 1 Discover the Fascinating World of Betrayal Legacy
- 1.1 What’s Inside?
- 1.2 Object of the Game
- 1.3 What is a Legacy Game?
- 1.4 Game Elements
- 1.5 Setup
- 1.6 Traits, Dice, and Tiles
- 1.7 Dice and Die Rolls: Let’s Roll the Bones
- 1.8 Regions and Tiles
- 1.9 How to Play the Game
- 1.10 The Haunt
- 1.11 The Game’s Conclusion
Discover the Fascinating World of Betrayal Legacy
Welcome to the captivating world of Betrayal Legacy, a unique and immersive board game experience that blends mystery, strategy, and adventure into one thrilling package.
What is Betrayal Legacy?
In Betrayal Legacy, you and your friends will embark on a thrilling journey as you explore a haunted mansion together. Each game you play will unveil new secrets and uncover the dark history of the house, spanning generations. With each decision you make, the game’s Legacy system will evolve, shaping the story and gameplay in surprising and unexpected ways. The choices you make will have a lasting impact on the narrative, ensuring a personalized gaming experience that is entirely your own.
How to Play Betrayal Legacy
To start your journey in Betrayal Legacy, you will first create a character using the provided character cards. Each character has unique abilities and traits that will influence gameplay. As you navigate through the mansion, you will encounter various events and challenges, as well as puzzles and mysteries to solve.
The gameplay in Betrayal Legacy is divided into two distinct phases: the Exploration Phase and the Haunt Phase. During the Exploration Phase, you and your friends will explore different rooms in the mansion, uncovering new tiles and encountering events. As the game progresses, the Haunt Phase will be triggered, leading to a thrilling and intense scenario where one of the players turns against the group, becoming the traitor.
The Haunt Phase is where the game truly shines, as each scenario is unique and offers a different objective for both the traitor and the remaining players. The traitor will have access to special powers and resources, while the rest of the players must work together to uncover the traitor’s plans and survive the night.
Why Play Betrayal Legacy?
Betrayal Legacy offers an unparalleled gaming experience, combining the excitement and suspense of a horror-themed adventure with the strategy and camaraderie of a cooperative board game. The Legacy system ensures that each playthrough is unique and unlike any other, creating a sense of unpredictability and excitement.
With its intricate storytelling, immersive gameplay, and limitless replayability, Betrayal Legacy is a must-have for both board game enthusiasts and casual players alike. Gather your friends, venture into the haunted mansion, and prepare for a gaming experience you won’t soon forget.

Hey there! In Betrayal Legacy, you and your family get to explore a mysterious and trouble-seeking house. It’s like an open invitation for chaos! But wait, there’s a twist!
During the game, one of the players triggers what’s known as the “haunt.” This is where the excitement really begins! One player becomes the traitor, determined to defeat the rest of the players. And guess what? The rest of you become heroes, fighting to stay alive. It’s an epic battle between good and evil, with high stakes and intense suspense.
But here’s what makes Betrayal Legacy truly unique – each game changes the house in some way and reveals more of its intriguing story. With 13 chapters to play (plus a prologue), you’ll embark on an unforgettable campaign. And once you’ve completed it, you can continue playing in “free play” mode, where the game remains mostly unchanged.
What’s Inside?

- I have 1 sealed box and 1 sealed envelope
- 2 haunt books are included
- There is 1 Bleak Journal for you
- 1 sticker sheet for your enjoyment
- Don’t forget about the 1 Folium Infernum
- There are 12 tiles in total, including 4 starting tiles
- You’ll find 1 numbered track
- 5 plastic family figures are included
- For their bases, there are 5 colored plastic bases
- Say hello to the 5 Family cards
- You’ll need the 20 plastic clips as well
- I’ve got you covered with 8 dice
- Keep an eye out for the 7 Item cards
- Also, don’t miss the 11 Event cards
- Be warned, there is 1 Traitor card as well
- And there’s even a Monster card
- Don’t forget the 2 Legacy decks
- Plus, there’s a Purgatory deck
- Make sure to use the 20 tile planks
- Lastly, expect to find 122 tokens
- Don’t worry, I’ve included a rulebook too
Object of the Game
I want you to explore the house and make your family member stronger before the haunt starts. Once it does, your goal is to be the first to achieve your side’s victory condition, whether you become the traitor or the hero.
What is a Legacy Game?
Let me tell you about legacy games, starting with Betrayal Legacy. You see, in this type of game, whatever happens in one game has an impact on future games. It’s like creating a story that unfolds with each playthrough. Pretty cool, right?
As you play, you might find yourself adding cards or sticking stickers to different things. It’s a way to customize and personalize the game. But here’s the twist: sometimes you’ll have to make irreversible choices. You might even have to destroy some game pieces or change them in a way that can’t be undone. It’s all part of creating a unique history and journey for your group.
Imagine playing with your friends and discovering which families tend to go mad or which tiles become the center of evil. The possibilities are endless, and that’s what makes legacy games so exciting!
How Does Betrayal Legacy Work?
Now, let me explain how Betrayal Legacy specifically works. The game is divided into chapters, and each chapter is like a separate game within the whole campaign. In every chapter, you and your friends will play as a member of a family.
Here’s the interesting part: you might continue playing as the same character from the previous chapter, but only if they manage to survive. Or, you can play as a descendant of that character, like a nephew, a child, or even a long-lost cousin. It adds a sense of continuity and connection between the different games.
So, here’s the deal. When it comes to this game, each match is like its own separate story. It all starts in a pretty similar way, with everyone following the same set of rules. But as the game progresses, things start to get interesting.
You see, it’s not just about winning or losing. It’s about the journey that takes you there. Along the way, the house and the world around it will shift and transform, sometimes in ways that you can’t even control.
The Important Parts
Hey there! Let me introduce you to some terms you’ll encounter in the game:
Everyone: That’s each player, monster, or other inhabitant of the house.
Figure: It refers to the plastic pawn that a player controls. For example, each figure represents a person in the house who isn’t a monster.
Traitor: These are any players who turn evil after the haunt has started. But don’t worry, they are still considered players in the game.
Hero: On the other hand, heroes are players who remain good even after the haunt has started. And yes, they are still players too.
Monster: These are either large or small monster tokens that come into play during a haunt. Watch out for them!
Item/Omen/Object: These are things that players carry around in the game. They come in card form, like items and omens, or in the form of tokens, like objects that appear in some haunts.
Game Elements
My friend, let’s dive into the world of games. Games have many different elements that make them exciting and enjoyable. Here are some important game elements that you should know about:
– Rules: Every game has rules, my friend. Rules are like the backbone of a game. They set the boundaries and give structure to the game. Without rules, it would be chaos!
– Objectives: In every game, we have objectives that we need to achieve. Objectives give us something to aim for and add purpose to the game. It’s like having a mission, and it feels great when we accomplish it!
– Resources: Resources are things that we need to play the game. It could be cards, tokens, or even our own skills. Resources help us make decisions and take actions in the game.
– Challenges: Oh boy, challenges are what make games thrilling, my friend. Challenges are obstacles or difficult tasks that we need to overcome. They test our skills and make the game more exciting.
– Competition: Games often involve competition, my friend. We play against other players and try to outsmart and outplay them. Competition adds a whole new level of excitement and brings out our competitive spirit.
Setup
Now that we know about the elements of a game, let’s talk about setting up a game. The setup is like getting everything ready before we start playing. Here are the steps to set up a game:
1. First, gather all the game components, like cards, dice, and game board. Make sure everything is complete and in good condition.
2. Read the rulebook, my friend. It will tell you how to set up the game and how to play. Understanding the rules is essential for a smooth and enjoyable gaming experience.
3. Follow the instructions in the rulebook to set up the game. It could involve arranging cards, placing tokens on the board, or dealing out cards to players. Each game has its own unique setup process.
4. Double-check everything, my friend. Make sure all the pieces are in the right place and that you haven’t missed anything. It’s like doing a final check before starting a mission.
5. Now, my friend, you’re all set up and ready to play! Gather your fellow players, take a deep breath, and let the game begin. Remember, the most important thing is to have fun and enjoy the experience.
Playing a game is a wonderful way to have some fun and spend time with friends and family. So, my friend, what are you waiting for? Let’s get started and dive into the amazing world of games!

Let’s get started by attaching four plastic clips to your character’s Family card. Each clip should point to one of the starting values for their Speed, Might, Sanity, and Knowledge. You’ll notice these values are colored green, indicating they are the starting values for your character.
Next, it’s time to find the four starting tiles. These tiles will be used to create different regions of the house and its environs. Place them reasonably far apart on the table, ensuring there is enough space for each region to be explored.
Now that we have our starting values and tiles in place, let the game begin!

Come on, let’s get started! Here’s everything you need to do to begin playing. First things first:
1. Choose your character figure! Pick one that represents you and put it on a base that matches the color of your Family card. This way, you can easily identify yourself during the game.
2. If you’re playing the Campaign mode, it’s time to add some personal details to your character. Give them a first name and an age, and write them on the back of your Family card. Make sure to pick a name that suits your character’s personality and age. If you made it through the last chapter, you can continue playing with the same character, but remember that they will now be older. Let your imagination run wild with the age you choose!
3. Introduce yourself to the other players. Share your character’s name and age with them. This will help everyone get to know each other and create a more immersive experience.
4. In the Campaign mode, it’s time to unveil the next chapter. Read the top card from the Legacy deck. This card will reveal new challenges, twists, and turns that you and your fellow players will face together.
5. If you’re playing in Free Play mode, it’s time to set up the game board. Separate and shuffle all the different card decks. Then, make a stack with the tiles. Feel free to spread out any other cards you may have found, but remember to keep them within reach for the game.
6. To decide who goes first during Free Play mode, simply pick a player randomly. This adds an element of surprise and keeps things fair for everyone.
That’s it! You’re now ready to dive into the exciting world of the game. Remember to have fun, be creative, and work together with your fellow players to overcome challenges and shape the story. Good luck!
The Families
There are five families that will shape the story of the house. In every game, you’ll play as a member of one of these families. Before each chapter begins, write the name of your family member on the card and jot down their age.
After each campaign game ends, document what happened to your family member. Did they meet a heroic end by defeating a demon? Or did they tragically perish near a well, succumbing to poison? Make a note of whether they survived or if they were revealed to be a traitor.

Traits, Dice, and Tiles
Traits
Every character has four traits that are displayed on their Family card: Speed, Might, Sanity, and Knowledge. Speed and Might are traits that deal with physical abilities, while Sanity and Knowledge are traits that deal with mental abilities. These traits are things that everyone can see and know about.
Damage, Gain, Loss, and Healing
When characters take damage, it causes their traits to go down. Picture four clips on a track. You move the clips down the track a certain number of steps based on the amount of damage the character has taken, divided however you want. The type of damage the character takes will determine which traits can be lowered.
- Physical Damage: This type of damage lowers the Might and/or Speed traits.
- Mental Damage: This type of damage lowers the Knowledge and/or Sanity traits.
- General Damage: This type of damage lowers any combination of traits.
When you play the game, there may be situations where you are told to lose or lower a specific trait, like “Lose 2 Speed.” This means that you will take physical or mental damage, depending on the trait affected.
If you are told to take “1 die of damage,” you need to roll a die and then take the appropriate amount of damage based on the result.
If multiple players or monsters are supposed to take damage at the same time, you should start with the player to the left of the current player and continue clockwise.
When you are told to gain X in a trait, you can increase that trait by X steps, up to its highest level. And if you are told to heal a trait, you can bring it back to its starting value if it is lower. No action is needed if the trait is already at its starting value or higher.
Important Traits
When a trait is about to reach its lowest level, something very important happens. Just before the haunt begins, no trait can drop below this critical value. If a trait would drop below the critical value, it stays at that level instead. However, once the haunt does begin, traits can drop all the way to the skull symbol. And if that happens, well, I hate to break it to you, but you die.
Raising and Lowering: A Complicated Dance
There are many things in this game that ask you to reduce one of your traits in order to get something in return. But here’s the catch: you have to be able to pay the full “penalty” in order to receive the “reward”. If you can’t pay the price, you don’t get the benefit. Let me give you an example. Imagine a tile that says, “If you end your turn here, you may lose 2 points of Might in order to gain 1 point of Sanity”. Now, if your Might is only 1 step above the critical level, then you can’t lose 2 points of Might because that’s more than a step. So unfortunately, you wouldn’t be able to gain that 1 point of Sanity, my friend.
Dice and Die Rolls: Let’s Roll the Bones
When you play the game, you’ll have 8 dice at your disposal. Each die has different faces with either 0, 1, or 2 dots. To determine your outcome, add up the total number of dots after rolling the dice. Remember, you’re not allowed to roll more than 8 dice or less than 1 die.
Regardless of any penalties, it’s important to note that your result can never be below 0. After rolling, follow the instructions based on the outcome you achieve.

Trait Rolls
When it’s time to make a trait roll for one of your family’s traits, like “Make a Might roll,” I’ll tell you to do it. For this roll, you’ll need to use dice equal to the number you currently have in that trait.
Let’s say you need to make a Sanity roll, and your current Sanity is 4. Roll 4 dice and add up the dots to find out the result. The card or tile you’re using will give you more information about what happens next.
Roll X Dice
Sometimes you’ll need to roll a specific number of dice for certain effects. It’s pretty simple: just roll the exact number of dice required and add up the dots you get. These rolls are different from trait rolls and aren’t affected by anything that influences trait rolls.
Regions and Tiles
The house I live in has four different areas: the outside, the basement, the ground floor, and the upper floor. Each area is separate and distinct from the others. As my house gets bigger, sometimes I might find myself running out of table space. When that happens, I can make some changes to the tiles to create more room. I just need to be careful not to disconnect any of the tiles; I should move each area as a whole.
In my house, tiles are considered adjacent if they are both discovered and connected by a doorway or some other effect. It doesn’t matter if the doorway leads inside or outside; we call it a doorway either way. If a doorway doesn’t connect to another tile, then it’s called an open doorway.
There are specific tiles in the house that are adjacent to each other. For example, the Ground Floor Staircase is next to the Upper Landing and the Basement Landing. On the other hand, the Front Steps tile, which is outside, is next to the Entrance Hall.
How to Play the Game
When I start my turn, here are the things I need to do:
- When I want to take my turn in the game, there are a few things I need to do. First, I have to set any items and omens I’m carrying to unused. This means that they won’t be usable during my turn.
- Next, I gain moves equal to my current speed. This determines how far I can move on my turn.
- Then, I can take my turn. I have the freedom to use my moves and take actions in any order I like. I can keep going until I run out of moves or if I choose not to do anything else.
Moving
Moving is an important part of the game. It allows me to travel to different tiles on the game board. Each tile represents a different location in the game. When I move to a new tile, I use up one of my moves. It doesn’t matter how many problems or obstacles I face, I can always move to a tile that is right next to the one I started on.

Obstacles: Uh oh, looks like there are a few small obstacles that might give you some trouble. Each one of these little guys on a tile will make it take 1 extra move when you try to leave that tile. They’re like little speed bumps on your journey.
But that’s not all! We’ve got some large obstacles too. These ones are a bit tougher to handle. Each large obstacle on a tile will cost you a whopping 2 extra moves when you try to leave. Ouch! Watch out for those ones.
Oh, and just so you know, those little monster tokens? Well, they’re considered small obstacles. And those big monster tokens? Those are the big obstacles. So, be prepared to face them on your heroic adventure.
Now, let’s talk about drawing cards. Whenever you draw a card from the Event, Omen, or Item deck (for any reason), something interesting happens. You lose any remaining moves you had. But don’t worry, you can still take actions. Just be aware of this little rule.
Secret Passages

Hey there! Let me tell you about the amazing house I discovered. You won’t believe this, but it has secret passages hidden inside! Pretty cool, huh? In the beginning, there’s this special tile called the “Crawlspace” that holds the first secret passage. And you know what’s even cooler? As you keep playing, you’ll come across more tiles where you can place these awesome Secret Passage stickers!
Now, here’s the really neat part. Every tile with a secret passage is connected to all the other tiles with secret passages. That means you can easily move from one secret passage to another without a hitch. Talk about convenient!
Exploring a Brand New Tile
Imagine you’re walking through a door that doesn’t lead to another tile. Take a peek at the underside of the top tile in the stack. If it mentions the same region you’re currently in (a tile can belong to more than one region), flip it over and align a doorway on the new tile with the one you just passed through. Now step into that tile. Congratulations, you’ve discovered it!
Place each new tile logically, connecting as many adjacent doorways as possible. Keep in mind that two tiles, the Entrance Hall and Front Steps, have a bump on one side to indicate that no tiles can be placed there.
If the top tile doesn’t fit in the region you’re currently in, bury it. Keep burying tiles until you come across one that matches your region.
So here’s the deal: when you flip a tile, you’ll see a symbol on it – it could be an Event, Item, or Omen. Cool, right? Now, when that happens, you need to draw a card that matches the symbol on the tile. We call these tiles “Event tiles,” “Item tiles,” or “Omen tiles.” Pretty straightforward so far, huh?
Now, here’s where it gets interesting: some tiles have more than one symbol on them. So, when you stumble upon one of these bad boys, you gotta resolve each symbol from left to right. Don’t worry, you can’t do anything else until you’ve dealt with all the symbols. The important thing is to tackle them in order, like a champ!
Now, here’s the kicker: if you step onto a tile that’s already been discovered, you won’t draw a card. But that doesn’t mean you’re off the hook – you’ll still be affected by any text on the tile and can totally take any action printed on it. So, it’s not a complete wash, right? Gotta stay on your toes!

Runestones
Hey there! I wanted to talk to you about something interesting called runestones. These little symbols can sometimes appear on certain tiles in our game. But don’t worry, you can just ignore them if nothing else in the game tells you otherwise. They won’t affect your gameplay unless they’re specifically mentioned by a card or something spooky like that.
Ghosts
Now, let’s talk about ghosts! Most tiles in our game have circles on them, and these circles represent spots where ghosts can show up to haunt the house. It’s like their favorite hangout spot! Some tiles might even start with ghosts on them already. Now, here’s something cool. When there are ghosts on a tile, certain special cards called omens can tap into their energy. That means these omens can become more powerful when they’re on tiles with ghosts. But wait, there’s more! Some event cards can be even scarier when they happen on tiles with ghosts. So be prepared for a spooky surprise if that ever happens to you!

Timing Matters: What Happens When You Discover a Tile?
When you come across a tile, there are several tasks you need to complete. Here’s the order in which you should tackle them:
- First, resolve any symbols you see from left to right, one after another. Remember, you can’t perform any actions while dealing with Event cards.
- If you happen to draw an Omen card and the haunt hasn’t begun yet, it’s time to check if the haunt will start. In case it does, your turn comes to an abrupt end. You won’t be able to address any other symbols or effects found on the tile. However, if the haunt hasn’t started, you can continue with your turn.
- You have the option to take any action(s) specified on the tile.
- Don’t forget to address any text that says “If you end your turn on this tile . . .”. If there are multiple effects that trigger at the end of your turn on a single tile, you can choose to resolve them in any order you like.
Special Rules for Rare Occurrences
Uncovering Multiple Tiles Within One Turn
If you ever need to find a new tile because of a game effect, you’ll draw a card and follow any instructions on the tile as if you had found it normally. This applies even if you’ve already found a tile and drawn a card this turn.
Creating False Features
If it’s not possible to connect all doorways, you’ll create a false feature instead, like a closet or thicket. You won’t be able to move through these false features.
No More Tiles for a Region
If you try to find a new tile but there are no more tiles left for that region, you won’t use up a move because you haven’t entered a new tile. You can continue your turn as if you didn’t just try to walk into a closet or thicket.
Don’t Block Off a Region
Have you ever played a game where you have to place tiles to create a connected map? It’s a fun and challenging game, but there are some important rules to keep in mind. One rule is that you can’t place a tile in a way that seals off a region, leaving no unconnected doorways.
Let me explain what that means. A region is a group of connected tiles. When you place a tile, it should connect to the existing tiles in the region. This means that every tile should have at least one doorway that connects to another tile. If the only possible placement of a tile would seal off a region, you need to bury that tile and draw a new one.
But what if all the remaining tiles for a region would seal off the region? Well, in that unlikely event, you can rearrange the tiles in the region until there is at least one unconnected doorway. This way, you can keep the game going and find a solution to connect all the tiles.
Remember, the goal of the game is to create a connected map using the tiles. So, it’s important to take this rule into account when placing your tiles. Don’t worry if you make a mistake or get stuck. Just keep rearranging and drawing new tiles until you find a solution.

Cards
Actions
The Haunt
Getting Ready for the Haunt
Just before the spooky adventure begins, whenever you draw an Omen card, there’s a chance that something eerie might happen.
Almost every time you come across an Omen tile and draw an Omen card, you’ll need to make a haunt roll. Sometimes, in the campaign mode, there could be another way for the haunt to be triggered, which will be explained by the Legacy deck. To make a haunt roll, roll as many dice as there are discovered Omen cards. This includes the Omen card you just drew, any that other players are holding, and any that have been left on tiles. Check the PAUSE card during the campaign to find out what result signals the start of the haunt.
The player who sets off the haunt becomes the haunt revealer. Once the haunt starts, if you discover a tile with an Omen symbol, you’ll still draw and keep an Omen card, but you won’t have to make a haunt roll.
Starting the Haunt
When it comes to haunts, you can typically find them in two books: Secrets of Survival (the heroes’ book) and the Traitor’s Tome (the traitor’s book). Sometimes, you’ll come across haunts that are exclusive to one book or the other, and you’ll be given a heads-up when that’s the case.
Now, here’s the deal with haunts – there are usually two teams involved: the heroes and the traitor. Both teams look up the same haunt number in their respective books to learn the rules for that specific haunt. In the event that the haunt rules clash with the regular rules, you should follow the rules in the haunt.
If there’s a situation where two or more people could potentially be the traitor, you need to settle it fairly. Simply draw a random Crest token from the families involved to determine who the traitor is.
Player Count Variability
When you’re playing a game with different numbers of players, each haunt has a specific target number. These target numbers vary depending on the number of players participating. For example, in a game with five players, you may need to eliminate more Rats compared to a game with only three players. The target numbers are indicated by braces with three numbers, like . Each number corresponds to a specific player count. In this case, 1 is for a game with three players, 5 is for a game with four players, and 7 is for a game with five players.
Sharing Information
At the beginning of every haunt, both books provide two pieces of information that everyone involved should know. This includes the heroes and the traitor, who will find this starting information in the other book.
Okay, let’s dive in! So first, I want to tell you about the different things happening in the game. It’s important to pay attention to these, as they give you clues about what the other team is up to. They may be a bit vague, but they’re definitely true.
Setting Things Up: Sometimes, you’ll have to take certain actions like placing tokens on tiles or adjusting traits. You might even have to find a tile that hasn’t been used yet. If there’s nothing for your team to do at this point, it’ll simply say “None!” It’s best for all players to be involved in the setup to ensure everyone knows what’s being done.
Time to Split Up
Usually, at this stage, the groups split up. When the haunt begins, either the heroes or the traitors need to take their book and go to a separate room. They should go far enough away from each other so that they can’t hear what the other team is planning. The traitor often discovers their evil plot by themselves. It can be pretty lonely being the bad guy, but also quite fun!
Exploring The Haunt
Once we split up, we each need to understand how to win. Let’s take a look at the goals we need to achieve, listed in the order we should complete them.
For example, in Haunt 0 from Secrets of Survival, the haunt is formatted like this. Don’t worry, there are no spoilers.
The Goal: Banish The Bride
- Find the Bride’s Diary
- Read the Diary to increase our chances of banishing her
- Banish the Bride to finally put her to rest
Next, we find additional information about the haunt. These are special rules or important details that our side needs to know.
Resuming The Game
Now that both sides are ready, we can all return to the room and take our turns in the specified order.
- The first turn is taken by the hero on the left of the traitor.
- The game proceeds to the left, with the traitor taking their turn after all the heroes have gone.
- If there is a monster present during the haunt, the monster takes a turn after the traitor. (The haunt will indicate where to place the Monster card as a reminder for everyone when the monster takes their turn).
In haunts where there is no traitor or the traitor starts hidden or unknown, the haunt will specify who goes first.
Throughout the game, apart from when the heroes and traitor separate to learn the haunts, all conversation must be conducted in a manner where everyone at the table can hear. No private or side conversations are allowed.
Moving Past Opponents
Once the haunt begins, opponents serve as minor obstacles. Heroes are opponents to the traitor and monsters, while the traitor and monsters are opponents to the heroes.
Hidden Information
Hey there! Let’s talk about what happens during the haunt in the game. At the beginning, everything you read out loud is shared with everyone. But here’s the thing – all the other information in the other book is secret and known only to you. It’s like having a special advantage!
However, if there’s something you’re not sure about, it’s always a good idea to ask the other players for clarification. That way, everyone can agree on how the rule works. And let me tell you, surprises are great, but it’s important to make sure everyone’s on the same page before revealing any secret information.
Oh, and here’s another thing to keep in mind. When you perform an action in the game, the other players might ask you to read the whole text that goes along with it. For example, if one of your goals is to find a piece of a sacred tablet and you need to roll dice to see if you succeed, the other players can ask you to read the entire goal’s details. It’s their way of making sure everything is fair.
And imagine this – when the monster first attacks, the other players can ask about its special traits. It adds even more excitement to the game! But remember, not everyone enjoys knowing everything in advance, so it’s up to you if you want to be surprised or not.
So, guess what? You’re evil now!
When I become a traitor, I get this awesome little benefits package, all explained on the Traitor card. It’s like my own personal reminder.
As the traitor, I have these super cool abilities:
- I don’t have to worry about Obstacle tokens, except for pesky heroes.
- I don’t take any damage from tile effects.
- When I take an action on a tile, I can just use a result of 5 instead of rolling for traits.
- If I stumble upon an Event tile, I can choose to skip drawing an Event card (and keep moving if I feel like it). But if I do draw a card, I have to deal with it like usual.
- I have the power to brush off any negative effects from Ongoing Event cards. The catch is, I won’t get any of the good stuff from those cards either.
When I play a game of Betrayal at House on the Hill, there’s something really cool that happens. I become invincible to any bad effects that might happen to me from Event cards. It’s like I have a force field protecting me! But there’s one thing to keep in mind – the haunt may have specific rules that override this immunity. So always pay attention to what the haunt says, because there are exceptions to every rule!

The Mysterious Betrayer
Some spooky encounters involve a mysterious traitor who hides their true identity from other players. The haunt itself will determine how this traitor is chosen. These types of haunts don’t appear in the Traitor’s Tome like the others. Instead, the objectives and powers of the traitor are revealed in the Secrets of Survival section, which every player gets to read.
Identifying the Traitor
In haunts where there is a hidden or unknown traitor, certain information will be displayed in gray boxes. While this information is available to all players, it is particularly important for the traitor.
Encountering Monsters

When it’s the Monster card’s turn to play, things work a bit differently. Normally, this happens after the traitor’s turn, but sometimes, even if the monster is dead, it still gets a chance to take a turn. The details of this will be specified in the haunt.
Let’s talk about what monsters can do:
– At the start of their turn, monsters roll for Speed to determine how many moves they can make. They must make at least 1 move, and this rule applies to all monsters of the same type.
– Monsters are immune to damage from tile effects. They can walk on hot lava or slippery ice without getting hurt.
– Monsters cannot uncover new tiles. They are limited to the areas that have already been explored.
– Monsters can move in special ways on certain cards or tiles. If there’s a need to roll a die to determine the result, the traitor gets to make the choice. However, monsters are still not allowed to uncover new tiles.
– Monsters are not interested in carrying or stealing items, omens, or objects. They have their own agenda.
– Generally, monsters don’t take any actions, including attacking. They follow the instructions given in the haunt and only do what they are allowed to do.
So, as you can see, monsters have their own set of rules and abilities that make them quite different from players. It’s important to keep these differences in mind when playing the game.
Hey there! Let’s talk about monsters in this spooky haunt, shall we?
First things first, monsters are tough creatures. You can’t just kill them like in a video game. Nope, if you try to hurt a monster, it just gets stunned. Imagine flipping it over to show it’s stunned. While stunned, the monster can’t do much. It spends its whole next turn trying to get back to normal. All it does is flip its token back to the unstunned side. Pretty harmless, right? Stunned monsters don’t get in your way.
Oh, and here’s something interesting. We’ve got Small Monster tokens numbered from 1 to 20. These little buggers have their own order. They take turns based on their numbers, from lowest to highest. That makes things a bit easier to keep track of, wouldn’t you agree?
When it comes to the turn order, each monster does its thing and takes all its actions before the next one goes. It’s like they’re waiting their turn in line or something, unless the haunt specifically says otherwise. Some monsters, though, act as a big group. They move and attack all at once, like a well-coordinated swarm. Talk about teamwork, huh? So, keep an eye out for those tricky exceptions!
Monsters are like obstacles in the game, but the size of the monster determines how difficult it is to overcome. If a monster is small, it acts as a small obstacle and requires an extra move to get past. On the other hand, if a monster is large, it acts as a big obstacle and takes two extra moves to bypass.
In addition, if a monster is allowed to carry Items, Omens, or Objects and becomes stunned, it will drop everything it was carrying. The monster cannot pick them up again until it becomes unstunned and starts its turn.
Dying
If any of your traits reach the skull during the haunt phase, it means you have died. At that point, you should place your figure on its side on your tile to indicate that you are no longer active. You must also drop all the Items, Omens, and Objects you have with you, as you are now a lifeless body.
Even if the traitor dies, the monsters can still carry out the haunt’s goals and have their own turn. The traitor may no longer be alive, but they can still win the game if the monsters successfully complete the haunt’s objectives.

The Game’s Conclusion
Once one side achieves their goals for the haunt, the game comes to an end.
What Happens during the Campaign?
When a game concludes during the campaign, there are three important steps to take.
1. Reading the Chapter Ending
At the end of the game, the haunts will guide you to the corresponding chapter in the Bleak Journal. It’s there that you’ll find the next part of the story. Look for the entry that matches the winning side. For instance, if the heroes win the haunt, you might be directed to entry 800. If the traitor wins, it could be entry 666. Make sure to select the correct entry in the Bleak Journal.
The chapter ending will continue the narrative and instruct you on which cards from the Purgatory deck to add or enhance (refer to page 11). Additionally, there may be other consequences at the end of each chapter.
2. Documenting Your Fate
Okay, let’s get started! Time to write down the story of your character. It won’t affect the game, but it’ll be a fun way to bring your character to life.
Step 3: Returning Cards
Now, let’s put the cards back where they belong. Take any cards that were used in this chapter and return them to their respective decks.
Step 4: Documenting the House’s History
Flip to the back of the Traitor’s Tome. You’ll find three pages there where you can write down any memorable moments from this chapter. It’s a great way to keep a record of your house’s history for future reference. Remember, this won’t affect the game in any way, so feel free to get creative!
Joining the Campaign
When it comes to the campaign, you have a lot of flexibility. You don’t have to use the same families or even the same number of families for each chapter. Mix it up! In one chapter, you could have the blue, green, and red families, and in another chapter, you could have the blue, green, yellow, and purple families. It’s entirely up to you!
Hey there! So, let’s say your family has missed more than half of the chapters in the game. No worries! Here’s what you can do: during step 7 of setup, after shuffling the Item deck, give your family three random items. Exciting, right? Now, here’s the fun part. You get to keep one of those items as a keepsake. You can even heirloom it if it has an available slot. And guess what? This doesn’t count towards the once-per-game limit on making heirlooms. Pretty cool, huh?
Now, let’s talk about rules. Sometimes, things can get a bit confusing, but don’t fret! I’ve got you covered. Here’s a little guide to help you out:
What if we can’t figure out a rule?
- Rules in haunts are more important than other rules.
- Rules on cards or tiles are more important than rules in the rulebook.
- If you come across a single card, rule, or effect that seems incredibly powerful, chances are it’s not meant to be that way.
- But if you stumble upon a combination of cards, rules, and effects that give you an advantage, well, that’s probably intentional.
- If an effect seems extremely unfair, that’s probably not the correct interpretation.