cunlema board game rules assistant 中文

Betrayal at House on the Hill

At a glance

Players
3–6 players
Play time
60 min
Chinese title
山中小屋
Published
2004
BGG rank
#52
BGG rating
6.84
Gstone rating
7.43
Complexity
BGG weight 4 / 10
Chinese rules
Available on cunlema
Card data
card images

Rules overview

English version of our rules overview, translated from the Chinese original (cunlema). The Chinese page is the source of record.

1. Game Components

Component Quantity/Description
Explorers/Heroes Player figures with character cards and stats (Might, Speed, Sanity, Knowledge)
Traitor One player who turns against the Heroes at haunt reveal
Monsters Controlled by the Traitor; move by rolling dice
Rooms/Tiles Discovered as explorers move; placed on Upper, Ground, and Basement floors
Room cards Drawn when a new room is discovered
Item cards Collected by explorers; can be traded or used
Event cards Drawn when entering certain rooms
Character cards Track stats and items for each explorer
Dice Used for movement, combat, and stat checks
Tokens Wolf tokens, egg tokens, clue tokens, Sanity Roll tokens, Knowledge Roll tokens, etc.
Traitor's Tome Book read by the Traitor with haunt-specific rules
Secrets of Survival Book read by the Heroes with haunt-specific rules
Secret Passage tokens Placed in rooms with secret passages
Holy Symbol / special items Haunt-specific items
Pentagram Chamber Special room, typically placed in the basement
Silver Bullets / Revolver Special combat items in certain haunts

2. Game Setup

  • Each player chooses an explorer and places the figure in the Entrance Hall.
  • Each explorer's stats (Might, Speed, Sanity, Knowledge) are set to their starting values on the character card.
  • The room stack is shuffled and placed face down.
  • The Entrance Hall, Foyer, and Grand Staircase are placed as the starting rooms (these count as separate Rooms).
  • Players take turns in clockwise order beginning with the haunt revealer's left, or as established at game start.
  • When a haunt is revealed, the active player's turn ends immediately. Turn order then starts from the person to the left of the Traitor, with the Traitor (and then Monsters) going last in turn order.
  • The Traitor is not always the haunt revealer; the Traitor's Tome specifies who the Traitor is (e.g., "highest Might, except for the Haunt Revealer").

3. Game Flow

The game proceeds in rounds. On a player's turn, the explorer typically:

  1. Start of turn effects — Some haunts require a Sanity roll or other check at the start of the turn (e.g., resisting the Dark Fiddler's lure with a Sanity roll of 4+).
  2. Move — The explorer moves a number of spaces equal to their Speed (rolled or current value, depending on the situation).
  3. Take actions — Attack, use items, trade items, search rooms, discover new rooms, or perform haunt-specific actions.
  4. End of turn — Any end-of-turn effects resolve.

Once the haunt is revealed, the game shifts to the haunt's specific structure: Heroes take their turns first (in the established order), then the Traitor takes their turn, followed by any Monsters under the Traitor's control.


4. Player Actions

Move
- Cost: Uses the explorer's Speed value for the turn.
- Effect: The explorer moves that many spaces through discovered rooms, doorways, stairs, and secret passages.

Discover a New Room
- Cost: Movement into an undiscovered doorway/edge.
- Effect: Draw a room tile from the room stack and place it, then draw the corresponding room card. Some haunts allow the Traitor to search the room stack for a specific tile (e.g., Stairs from Basement).

Make an Attack
- Cost: Once during your turn.
- Effect: Attack an opponent in the same room. Both sides roll dice; the higher roll wins, and the loser takes damage to the appropriate stat. An opponent is an explorer or monster that wants to stop your movement or interfere with you.

Distance Attack
- Cost: As specified by the weapon or method of attack.
- Effect: Attack an opponent in another room within line of sight, if the weapon or attack method has this ability (e.g., Revolver).

Use an Item
- Cost: An action on your turn.
- Effect: Apply the item's special ability (e.g., Holy Symbol, Medical Kit, Healing Salve, Silver Bullets, Musical Box).

Trade an Item
- Cost: An action on your turn.
- Effect: On his or her turn, an explorer can give one item to another explorer in the same room (if they accept it).

Stat Check / Skill Roll
- Cost: An action or as specified by a card/room/haunt.
- Effect: Roll dice and add the relevant stat; succeed on a target number (e.g., Might roll of 5+ to damage the spaceship in Haunt 6).

Search a Room (for treasure, clues, etc.)
- Cost: An action on your turn, in a room with the appropriate symbol or as specified.
- Effect: Reveal treasure, clues, or other haunt-specific results.

Exorcism Roll
- Cost: Uses a specific item or room, plus a stat roll.
- Effect: If successful, place a token on that room or item. No explorer can use that same item or room in an exorcism again.


5. Scoring and Game End

There is no point-scoring system. The game ends when one side fulfills the haunt's victory conditions:

  • Hero victory conditions vary by haunt (e.g., free the trapped explorer, destroy the eggs, and exit the house; banish the Fiddler; kill the Witch; complete an exorcism; carry the Holy Symbol to the Pentagram Chamber).
  • Traitor victory conditions also vary (e.g., kill or turn all Heroes, the eggs hatch, all survivors are killed).
  • In some haunts, a Hero-turned-Werewolf wins only if the Traitor wins AND that player personally killed a Hero.
  • If a required Hero objective involves a character who dies, the objective may still be completed on the corpse (e.g., freeing the trapped explorer's body still counts).

Key Rules and Common Questions

Easy-to-miss Rules:

  1. The Traitor is not always the haunt revealer. The Traitor's Tome specifies who becomes the Traitor (e.g., highest Might except the Haunt Revealer).
  2. When a haunt is revealed, the active player's turn ends immediately. Turn order restarts from the player to the left of the Traitor, with the Traitor and Monsters going last.
  3. Entrance Hall, Foyer, and Grand Staircase count as separate Rooms.
  4. Monsters, but not Traitors, can climb up the Coal Chute, Collapsed Room, and Gallery without making a roll.
  5. Players are never Monsters. They are either Heroes or Traitors, and in some scenarios can change sides.
  6. Players are never stunned. Only Monsters (including the Dog) can be stunned when defeated.
  7. Having been bitten (or becoming a Werewolf) doesn't let a player ignore damage. Damage is still taken normally.
  8. Trading items is an action — an explorer can give one item to another explorer in the same room on their turn.
  9. A Rat can attack only ONCE per Monster turn, whether individually or in a group.
  10. Advance the turn tracker after each Traitor turn, NOT after each Hero turn (in applicable haunts).
  11. Once a stat is lowered to the skull symbol, the explorer may die — unless a haunt-specific rule prevents it (e.g., a trapped explorer with eggs cannot have stats fall to skull).
  12. A successful Form of Mortal spell permanently removes the Witch's invulnerability for the rest of the game, allowing any Hero to attack her.
  13. The house in Haunt 2 doesn't start collapsing until AFTER the Traitor controls the Ghost — specifically, at the end of the Traitor's first turn in control of the Ghost.
  14. Sanity Roll tokens, Knowledge Roll tokens, and similar markers are used in specific haunts and have specific rules for use and transfer.
  15. If there is no possible way for a monster to reach heroes on another floor, the Traitor may search the Room stack for a specific tile (e.g., Stairs from Basement) and put it into play.

FAQ:

Q: Can the Mummy teleport anywhere on a movement roll of 0 or 1?
A: Yes. If the Mummy rolls 1 or 0 for movement, it may move to any room on any floor of the House, effectively teleporting. There does not need to be a Secret Passageway in the start or end room. If the Mummy rolls 2+, it moves normally.

Q: Who becomes the Traitor when the haunt is revealed?
A: It depends on the haunt. The Traitor's Tome specifies who the Traitor is — it is not always the haunt revealer. For example, in Haunt 4, the Traitor is the player with the highest Might, except for the Haunt Revealer.

Q: Can a Hero attack the Ghost from the Pentagram Chamber if the Ghost is in another room?
A: No, unless the Hero has the Ring. Under the basic attack rules, you can only attack an opponent in the same room (or at a distance if the weapon has that ability). Without the Ring or a distance attack ability, the Ghost must be in the Pentagram Chamber with the attacker.

Q: What happens to turn order when a Hero becomes a Traitor mid-game (e.g., turned into a Werewolf)?
A: When a Hero fails a Sanity roll and becomes a Traitor, their turn stops and they will receive their turn during the Traitor phase. The most common interpretation is to stick with the turn order established when the haunt first began, rather than resetting it each time someone changes sides.

Q: Do additional Werewolves become Monsters or Traitors?
A: Players are never Monsters. They are either Heroes or Traitors, and in some scenarios they can change side. A Hero turned into a Werewolf becomes a Traitor.

Q: Can a Hero-turned-Werewolf win the game?
A: A Hero-turned-Werewolf wins when the Traitor wins, but only if that player has personally killed a Hero. Any Werewolf (including one that was once a Hero) can pass the curse to others.

Rules Q&A

Questions below are real questions players asked cunlema about this game; answers are ours, translated into English.

Betrayal at House on the Hill: Widow's Walk expansion adds what?

Conclusion: Widow's Walk is an expansion, not a complete game, and must be used with the Betrayal at House on the Hill base game. It mainly adds new cards and room tiles, an entirely new "Roof" floor, new room symbols and a marker system, updated terminology/keywords, and a new haunt chart plus an optional rule.

What's Specifically Added

1. Components
- 1 rules reference card
- 2 haunt books (Traitor's Tome and Secrets of Survival)
- 20 room tiles
- 8 omen cards, 11 item cards, 11 event cards
- 76 tokens, including: 4 large circular monster tokens, 36 small circular explorer tokens, 36 square event and room tokens

2. How the New Cards and Tiles Are Shuffled In
At the start of the game, shuffle the new event cards, item cards, omen cards, and room tiles together with their counterparts from the base game.

3. The New "Roof" Floor
- The roof is a new floor. At the start of the game, place Roof Landing into play first.
- The tile notes: when you explore a room on the roof, use the first room tile with a roof or upper floor printed on its back.
- The roof does not count as a second upper floor. For example, the Mystic Elevator only reaches the roof if you roll a 4 and choose the roof.

4. Definition of "Landings"
The landings in this expansion are: the Basement Landing, the Grand Staircase / Foyer / Entrance Hall (or any one of those rooms), the Upper Landing, and the Roof Landing.

5. New Room Symbols
- Dumbwaiter symbol: you may move from that room to the landing on the floor above or below, provided that floor exists, at an additional cost of 1 movement point; this cost is in addition to other requirements (such as needing to be in the same room as an opponent). If you don't have enough movement points, you cannot use the dumbwaiter.
- "?" symbol: when you discover this room, draw the top card of any deck of your choice.

… (condensed here; full text on the cunleme Chinese page)

### Rules Overview #### Frequently Asked Questions **Q: In Betrayal at House on the Hill's Traitor's Tome, what does the traitor generally need to do?** A: The traitor's goal varies by scenario, but generally they must: - Complete a secret objective that will doom the other players (the "haunters") - Use their unique traitor powers to hinder, trap, or eliminate the other players - Protect the haunt's objective from being disrupted by the heroes - Survive long enough for their win condition to resolve Each haunt in the Traitor's Tome gives the traitor specific instructions, but the overarching theme is to turn the house's horrors against the remaining players and prevent them from achieving their own objective before the haunt resolves.

Conclusion: The Traitor's Tome is not a "universal checklist of behaviors for all Haunts," but a scenario book arranged page by page by Haunt—the Traitor turns to their own page and plays according to the goals, mandatory actions, and special rules given on that page; "what to do in general" is: act according to the requirements of that Haunt's page in the Traitor's Tome, and achieve your side's haunt objective first.

Specific procedures:

1. Reading Procedure at the Start of a Haunt
The Traitor takes the Traitor's Tome out of the room and reads only the Haunt that is about to begin (do not read other Haunt pages). They also need to understand the "Traitor's New Powers" and "How Monsters Work" sections. After reading, they return to the room, and the Heroes and the Traitor each carry out the actions in the "Right Now" section of their own book (e.g., placing markers, drawing cards).

2. What Each Page of the Traitor's Tome Typically Contains
- Setup to execute immediately (placing markers, drawing cards, swapping pieces, etc.);
- "What You Know About the Heroes"—what the Heroes are doing in this Haunt;
- Victory conditions: written under "You Win When...";
- "You Must Do This on Your Turn"—mandatory actions that must be performed each turn;
- Special rules specific to this Haunt (movement, methods of attack, how monsters are controlled, etc.).

3. The Traitor's Action Pacing Each Round
Turn order is: each Hero takes a Hero turn → the Traitor takes a Traitor turn → the monsters controlled by the Traitor take a Monster turn. In other words, the Traitor has two segments: their own actions, and the monsters' actions. After the Traitor ends their turn, move all monsters and have them attack. Even if the Traitor dies, as long as the monsters can also complete the haunt objective, the monsters can still take turns under the Traitor's control.

… (condensed here; full text on the cunleme Chinese page)

總共初始設定是多少?

Betrayal at House on the Hill (Third Edition) Setup

The rulebook is very clear about the initial setup as follows:

I. Starting Configuration for Each Player
- Each player chooses 1 character and takes the corresponding character panel, pawn, and base (6 characters to choose from).
- Each player takes 4 clips, each pointing to a different green number on the panel (i.e., the starting values of Might, Speed, Knowledge, and Sanity).
- Each player takes 1 player reference card.
- Starting item/omen cards: none. No item or omen cards are dealt during setup; everyone starts with an empty hand.

II. Items to Place in the Central Area
- 8 dice placed within everyone's reach.
- Event cards, item cards, and omen cards are each shuffled separately and placed face down in their own stacks.
- The monster reference card and traitor reference card are placed face up where they can be seen.
- The Traitor's Tome and Secrets of Survival are set aside first and are only used after the Haunt begins.
- The number track, pointer, and tokens are set aside (some are only used when certain Haunts begin).

III. Starting House Layout
- Use 3 starting tiles (the large ground-floor tiles Staircase/Hallway/Entrance Hall, the basement stairs, and the upper stairs) placed in the center, spaced approximately 8–10 inches (about 20–25 cm) apart.
- The remaining room tiles are shuffled face down into a single stack.
- All explorer pawns are placed on the Entrance Hall space of the large tile.

IV. Scenario and Starting Player
- All players review the 5 scenario cards together and choose 1 (which determines character motivations and the Haunt you will face later); the rest are returned to the box.
- The player whose birthday is next goes first, and play proceeds clockwise thereafter.

… (condensed here; full text on the cunleme Chinese page)

Rules, cards and Q&A (Chinese)

The rules, card data and player questions for this game are written in Chinese. Open the Chinese page to read them.

Open the Chinese page →

Where to find full rules

Full rules and card lookup are available in the cunlema app at cunlema.cn — pick this game and ask about any rule, card or turn you are unsure about.