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Betrayal at House on the Hill

Betrayal at House on the Hill
Players 3 to 6
Age range 10 and up
Setup time < 5 minutes
Playing time 30 min-2hrs
Random chance Medium
Skill(s) required Team play

Betrayal at House on the Hill is a board game published by Avalon Hill in 2004, designed by Bruce Glassco and developed by Rob Daviau, Bill McQuillan, Mike Selinker, and Teeuwynn Woodruff. Players all begin as allies exploring a haunted house filled with dangers, traps, items and omens. As players explore the mansion, new room tiles are chosen at random; accordingly, the game board is different each session. Eventually the "haunt" begins, with the nature and plot of this session's ghost story revealed; one player usually "betrays" the others and takes the side of the ghosts, monsters, or other enemies, while the remaining players collaborate to defeat them.

Betrayal consists of a deck of room tiles (upper floor, ground floor, and basement); three sets of cards for Items, Events, and Omens; six different character plates, and a number of tokens to represent the players and various monsters or items. Each character plate has two possible characters that can be played though represented by the same token on the board; the characters have 4 meters that are used to track the character's current Might, Speed, Knowledge, and Sanity values with marked starting positions for each. These meters are not linear; losing a point of Might, for example, may not alter the actual value of Might but still brings the player one step closer to death. The game also includes special dice which only have 0, 1, or 2 pips on each side.

The game consists of two phases, the initial Exploration phase and the Haunt phase. At the start of the game, each player selects a character and sets the meters at the starting values. The "house" starts with a main, upper, and lower floors placed on separate areas of the game table; the main and upper floors are immediately connected by a staircase, whereas the lower floor remains unconnected until certain room tiles, event cards or other actions allow a connection. On each turn, the player can move through a number of rooms equivalent to their current Speed. If the player moves through a door where no room has been placed, they draw a room tile from the stack until they draw one that matches the current floor they are on. The tile is placed as best to match the current door layout of adjacent rooms. If there is an Event, Item, or Omen icon on the newly placed tile, the player draws the respective card and follows its instructions. Event cards often require the player to make a roll against one of their skills to avoid damage or gain benefits. Item cards provide equipment the player can use, drop, and trade with other players. Omen cards also generally provide items, but come at a price - after drawing an Omen card, the player must roll six dice, and if this roll is lower than the number of Omen cards that have been drawn, the Haunt phase starts. Unless otherwise specified, drawing a card and performing that action ends the player's turn. Otherwise, the player can continue to move through other rooms; icons for cards on existing rooms are ignored. Some room tiles have specific instructions that must be followed when moving through the room such as making a skill check to exit the room without taking damage.


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