Betrayal at House on the Hill: Game over!
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Farren He/HimBest Overall Mish Mash PlayerHe/Him
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Checking in as co-mod.
This is the 3rd edition of Betrayal at House on the Hill, released this year. For anyone who's familiar with older versions of the game, please be sure to read the rules - some of them have changed.
Brief summary of the rule changes:
- At the start of the game, players will choose a Scenario card - this gives a thematic reason for entering the haunted house. It's also how we'll decide which Haunt we'll play once the time comes; no more Haunt matrix.
- When rolling to trigger the haunt, the player will roll one die for each Omen card in play; any roll of 5+ will trigger the Haunt.
- There are some new terms that will show up on the cards (General Damage, Heal, Bury, Critical, Special Actions, Line of Sight).
- No more stealing. Explorers can no longer steal on a successful attack roll (unless the Haunt says otherwise).
- When discovering a new room, the player's turn ends (after resolving any effects on the room and the card, if any).
- We will share the basic info of the Haunt with all players - for both Heroes and Traitor - before sequestering the Heroes for their strategy discussion.
- Hidden Haunt info becomes public once used. If the Traitor gets to make Knowledge rolls to unseal the Book of Unspeakable Evil, they'll have to say that's what they're doing the first time they roll to do it.
- If you die, you leave a corpse behind with all your possessions. Other explorers can loot your corpse freely.Mish-Mash Janitor
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Farren He/HimBest Overall Mish Mash PlayerHe/Him
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Farren He/HimBest Overall Mish Mash PlayerHe/Him
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I've switched them from bold to bold red. Does that look any better?In post 13, xofelf wrote:Do we think we could make the statblocks have the actual current stat like red or green or something than just bold? Apparently my eyes are refusing to tell the difference in the small table. Maybe if they were just also italicized it might work.Mish-Mash Janitor
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Farren He/HimBest Overall Mish Mash PlayerHe/Him
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I can answer those.
1) None of the characters have any special abilities to start with. During the game, players can draw cards that will grant them special abilities.
2) Stats do a few different things:
- Various events in-game will require you to roll against a stat - the higher that stat is, the more likely you are to succeed in the roll. The exact stat varies from event to event.
- Sometimes you'll take damage. Physical damage forces you to lose either Might or Speed; Mental damage forces you to lose either Knowledge or Sanity; General damage forces you to lose any stat of your choice. You might take damage to a particular stat. Once the Haunt starts, if you are forced to take damage that puts any stat into the X territory, you die and are eliminated from the game.
- Speed controls how many tiles you can move on your turn.
- Might controls combat, both attacking and defending.
- Knowledge and Sanity don't do anything specific (other than the general stuff above), unless something in-game says otherwise.Mish-Mash Janitor
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Farren He/HimBest Overall Mish Mash PlayerHe/Him
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The only rule to picking is that the characters are grouped in pairs -
Josef & Oliver
Stephanie & Persephone
Jaden & Sammy
Isa & Anita
Warren & Dan
Michelle & Brittani
When someone picks a character, no one may pick the other character of the pair. So if someone picks Michelle, nobody can pick Brittani - and vice versa.
With six players, there'll be one member of each pair in play.
Other than that, it's a case of personal preference.Mish-Mash Janitor
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Farren He/HimBest Overall Mish Mash PlayerHe/Him
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Activity rules:
If it's your turn, you've got 48 hours to take your turn. You can talk with everyone as much as you like to get advice, but nobody is obligated to give advice, or to do so in a timely manner. Especially if you're the Traitor.
If you run out of time, we'll prod you. Please don't make us do this too often.
If you still don't take your turn within another 48 hours, we'll start looking for someone to replace you.
Timer pauses on US holidays.Mish-Mash Janitor
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Once Xalxe picks his character, it will be time for everyone to pick a scenario - the reason all of you are going into the House on the Hill in the first place.
Players must decide which of these five scenarios they'd like to play. This will have an impact on which Haunt comes into play, as well as how the Traitor will be selected - or if there will be a Traitor at all.
Players may vote for their choice; if one scenario gets hammered, that's the one we'll do. If discussion stagnates, we'll set a timer and go with plurality rules if it runs out without a hammer.
Here are your choices:
- Paranormal Investigators.
You're a ragtag team of paranormal investigators. You're all here because there's something wrong with this house, but what?
Traitor odds: 8/9 chance of 1 Traitor; 1/9 chance of no Traitor.
- A Strange Disappearance.
One of your friends has disappeared. Some amateur sleuthing puts their last known location here, at this old house.
Traitor odds: 8/9 chance of 1 Traitor; 1/9 chance of Free-for-All.
- For Sale.
This old house is a real fixer-upper, but the price is right. Some of you are prospective buyers, while others are here because the open house has free food. The realtor looks glad to have any visitors at all.
Traitor odds: 7/9 chance of 1 Traitor; 1/9 chance of no Traitor; 1/9 chance of Free-for-All.
- Cursed!
You've all been cursed! You've got to find a way to fix things, and fast. There must be something in this house that can break the curse.
Traitor odds: 8/9 chance of 1 Traitor; 1/9 chance of Hidden Traitor.
- A Mysterious Invitation.
Each of you each received a mysterious letter, inviting you to this house. You're beginning to regret the choice you made in accepting that invitation.
Traitor odds: 6/9 chance of 1 Traitor; 1/9 chance of no traitor; 1/9 chance of Hidden Traitor; 1/9 chance of Free-for-All.
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It is nowXalxe's turn, playing asPersephone.
Persephone is currently at theEntrance Hall, on the Ground Floor.
Exits to the North (?), West (Hallway), South (?).
Speed as of start of turn: 4
Move left: 4
Spoiler: Persephone's stats
Spoiler: Game Board - Upper Floor
Spoiler: Game Board - Ground Floor
Spoiler: Game Board - Basement
Edit> wrong character fixed.Last edited by Farren on Wed Nov 09, 2022 1:35 pm, edited 2 times in total.Mish-Mash Janitor
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Farren He/HimBest Overall Mish Mash PlayerHe/Him
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moves from the Entrance Hall to the Upper Landing, then moves north. You have discovered thePersephoneCharred Room; draw anOmen.
Haunt roll:
Original Roll String: 1d3-11 3-Sided Dice: (2)-1 = 1
As Persephone discovered a new room, this ends Xalxe's turn.
Pictures coming soon!Mish-Mash Janitor
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Farren He/HimBest Overall Mish Mash PlayerHe/Him
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It is nowNancy Drew 39's turn, playing asOliver.
Oliver is currently at theEntrance Hall, on the Ground floor.
Exits to the North (?), West (Hallway), South (?).
Speed as of start of turn: 5
Move left: 5
Omens in play (everyone): 1
See previous post for an up-to-date map.
Spoiler: Oliver's stats
EDIT> adding a timer.
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In this game, "exploring" specifically refers to leaving the boundaries of the map to discover a new room, adding it to the map. You may leave the boundaries of the map as long as you do so through a door. (No walking through walls allowed.)
TheGround Floor Staircaseconnects directly to theUpper Landing, allowing passage between the Ground Floor and the Upper Floor. There is currently no way of accessing the Basement.
Rooms you can reach and explore, given your Speed:- Entrance Hall (North, South)
- Hallway (North, South)
- Upper Landing (West, East, South)
- Charred Room (East)
If you want to explore, choose one of these rooms and a listed direction.
If you explore, we will draw a new tile and place it in your new location. Charles may contact you regarding how it's placed, if it can be rotated.
This tile may have one or more effects on you, either positive or negative. There's no way to know which until you choose.Mish-Mash Janitor
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East from the Charred Room is a valid move; there's no door to its west.
I'll be resolving this move in ~10 minutes or so - I sent her a PM to orient the new tile, but if it gets past deadline I'm just going to roll a die to orient it.Mish-Mash Janitor
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This roll is to determine the orientation of the placed room. We normally try to reach out to the player for this, but if the original deadline passes we'll roll it randomly to keep the game moving. This shouldn't have too much of an impact, especially before the Haunt.
Three-way junctions (1d3-1):- 0: Wall to the player's right
- 1: Wall to the player's left
- 2: Wall to the player's front
Original Roll String: 1d3-11 3-Sided Dice: (2)-1 = 1Mish-Mash Janitor
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moves from the Entrance Hall to the Charred Room, then heads East.Oliver
You discover theObservatory, with exits heading West, North, and South. Draw anOmen.
There are now two Omens in play; the haunt roll is now made at 2d3-2. This cannot produce a result of 5+, so will not trigger the Haunt -but the next Omen drawn might.
Original Roll String: 2d3-22 3-Sided Dice: (2, 3)-2 = 3Mish-Mash Janitor
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Farren He/HimBest Overall Mish Mash PlayerHe/Him
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Spoiler: Oliver's stats
Spoiler: Game Board - Upper Floor (text)
Spoiler: Game Board - Ground Floor (Oliver's not actually here)
Spoiler: Game Board - Basement
Will update the two changed areas (Upper / Ground) with pictures once Charles is available.Mish-Mash Janitor
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Farren He/HimBest Overall Mish Mash PlayerHe/Him
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It is nowxofelf's turn, playing as.Michelle
Michelle is currently at theEntrance Hall, on the Ground floor.
Exits to the North (?), West (Hallway), South (?).
Speed as of start of turn: 4
Move left: 4
Omens in play (everyone): 2
See previous post for a mostly-up-to-date map.
Will hold on the timer until the maps are properly updated (i.e. with pictures).
Spoiler: Michelle's statsMish-Mash Janitor
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Farren He/HimBest Overall Mish Mash PlayerHe/Him
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There is aIn post 71, xofelf wrote:Question, what are the secret stairs that are listed on the Hallway piece? Is that to the basement or something else entirely?Secret Stairstile somewhere in the stack of rooms. If and when that tile is discovered, players will be able to travel directly between it and theHallway(or vice versa). Until then, the passageway from the Hallway is blocked.
Will resolve your move (North from theEntrance Hall) in a separate post.Mish-Mash Janitor
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Farren He/HimBest Overall Mish Mash PlayerHe/Him
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heads north from theMichelleEntrance Hall. You discover theDining Hall, with exits in all four directions. Draw anEvent.
Michelle has a Sanity of 3.
Roll 1: The Sanity roll.
Roll 2: The Mental damage roll,ifthe first roll is less than 4. It will not apply if the first roll is 4+.
Original Roll String: 3d3-33 3-Sided Dice: (2, 1, 1)-3 = 1
Original Roll String: 1d3-11 3-Sided Dice: (3)-1 = 2Mish-Mash Janitor
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Farren He/HimBest Overall Mish Mash PlayerHe/Him
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I'll useunderlinesto indicate what the base level of a stat is supposed to be, if a stat changes.
Spoiler: Michelle's stats
Spoiler: Game Board - Upper Floor (text)
Spoiler: Game board - Ground floor (text)
Spoiler: Game Board - Basement
Will update the two changed areas (Upper / Ground) with pictures once Charles is available.Mish-Mash Janitor
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It is nowThrone's turn, playing as.Sammy
Sammy is currently at theEntrance Hall, on the Ground floor.
Exits to the North (Dining Hall), West (Hallway), South (?).
Speed as of start of turn: 5
Move left: 5
Omens in play (everyone): 2
See previous post for a mostly-up-to-date map.
Will hold on the timer until the maps are properly updated (i.e. with pictures).
Spoiler: Sammy's StatsMish-Mash Janitor
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moves to theSammyHallway, then heads south. You discover thePrimary Bedroom, with exits north, west, and east. Draw anOmen.
This is the third Omen in play, which means we will be rolling 3d3-3. If this roll comes up with a 5 or higher,this will trigger the Haunt.
Original Roll String: 3d3-33 3-Sided Dice: (2, 1, 1)-3 = 1Mish-Mash Janitor
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Farren He/HimBest Overall Mish Mash PlayerHe/Him
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It is nowCat Scratch Fever's turn, playing asAnita.(YELLOW)
Spoiler: For MafSilver users
Anita is currently at theEntrance Hall, on the Ground floor.
Exits to the North (Dining Hall), West (Hallway), South (?).
Speed as of start of turn: 4
Move left: 4
Omens in play (everyone): 3
See previous post for a now fully-up-to-date map.
Spoiler: Anita's stats
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Anitamoves to the(YELLOW)Upper Landing, then heads south. You discover theBloody Landing, with exits north and west. Draw anItem.
Note - with this item, you'll have to do most of your own rolls going forward, since we'd have to wait for you to say if you're using the Foot or not either way.Mish-Mash Janitor
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Farren He/HimBest Overall Mish Mash PlayerHe/Him
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It is nowSilverclaw's turn, playing asDan(WHITE).
Dan is currently at theEntrance Hall, on the Ground floor.
Exits to the North (Dining Hall), West (Hallway), South (?).
Speed as of start of turn: 3
Move left: 3
Omens in play (everyone): 3
See previous post for a now fully-up-to-date map.
Spoiler: Dan's stats
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Dan (WHITE) heads south. You discover theBallroom, with exits in all four directions. Draw anOmen.
This is the fourth Omen in play, which means a Haunt roll with 4d3-4. If this roll comes up 5+,it will trigger the Haunt.
Original Roll String: 4d3-44 3-Sided Dice: (1, 3, 2, 2)-4 = 4Mish-Mash Janitor
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As you pick up the Dagger, you feel a sudden chill in the air. The lights flicker. You hear someone scream ... was it you? Or one of the other guests? You're not sure ...
The Haunt has begun.
Haunt Revealer: Dan
Spoiler: The traitor is ...Mish-Mash Janitor
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As this is a Hidden Traitor haunt, there will be no entry from the Traitor's Tome and no sequestering of the Heroes to plan strategy. I'll be posting all relevant information publicly; private info handed to individual players will be sent out via PM. Please stand by.Mish-Mash Janitor
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Inheritance
Scenario:A Mysterious Invitation
Haunt trigger:Dagger
Traitor:Hidden
As you open the gilded box, you see a dagger within. The following note is attached:
"To my surviving relatives: I am your great-uncle, and you have been invited here because I have died. The estate this house sits upon was part of my inheritance, which I now leave to you on one condition: you must find my murderer and enact my revenge. I have invited the killer here as well, and I have instructed the doors to be locked until morning. Good luck."Mish-Mash Janitor
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Objective
The heroes win when the traitor is dead.
The traitor wins when all the heroes are dead.
Tokens needed
Number Tokens
8 Trait Tokens - Evidence (2 Might, 2 Speed, 2 Knowledge, 2 Sanity).
Setup- The haunt revealer (Silverclaw) places each Trait token face-up on a different tile, in a different region from its matching Trait token. (Example: If the Might token is on the Upper Floor, the other Might token must be placed on the Ground Floor or Basement.) These tokens represent Evidence.
- The moderators will send each player a Number token via PM. Each player will receive a different token with a number between 1 and 6. These will be distributed randomly.
- The player who receives the "1" token is the traitor.
- The player to the left of the haunt revealer (Xalxe) will take the first turn after setup.
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Special Rules for this haunt- You may not reveal your number token to other players. (Do not quote your mod PM.)
- You may claim to hold any number(s).
- All explorers may attack other explorers.
- It costs two move to leave a tile occupied by another explorer. After the traitor is revealed, heroes no longer act as obstacles to each other. (They will still act as obstacles to the traitor.)
- Each of the Trait tokens is a piece of Evidence that must be paired with its matching token.
- An Evidence token may be picked up if it is on your tile. Moderators will note it on your stats sheet.
- Evidence tokens may be traded from one explorer to another (with permission).
- All explorers may use this ability:
SPECIAL ACTION:Uncover the Truth
While holding an Evidence token, if your explorer is on a tile with the matching Evidence token or another explorer holding that token, roll the trait named on those tokens.
5+: The moderators will reveal the number token of the player with the highest-numbered, unrevealed token.
0-4: Nothing happens.
If you die- The moderators will reveal your number token.
- If you had any Evidence tokens, you will drop them on the tile you died on.
At the end of your turn- If you did not attack, take two dice of Mental damage. Your great-uncle's ghost demands vengeance. It doesn't care who's on the receiving end.
If you are the Traitor- You may reveal yourself at any time on your turn.
- When you reveal yourself (or if you are revealed with Uncover the Truth), heal all your traits and gain 1 Might.
- If you die from taking Mental damage at the end of your turn, you do not die. Instead, reveal yourself as the traitor. Heal all of your traits and gain 1 Might.
- Once you are revealed as the traitor, you no longer take Mental damage at the end of your turn.
Last edited by Farren on Mon Nov 14, 2022 5:29 pm, edited 1 time in total.Mish-Mash Janitor
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Silverclaw - please PM Charles and I with where you would like to place the eight tokens.
- Two Might tokens
- Two Speed tokens
- Two Knowledge tokens
- Two Sanity tokens
Matching tokens must go on different floors. No tile may have more than one token.
Once that's done, we'll update the map with the tokens and send everyone a number token.Mish-Mash Janitor
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We have received Silverclaw's submission; we'll be sending out the number tokens shortly.
Since there's no hidden information here other than who's getting what, here are the PMs that will be going out.
Spoiler: Role PMs
Each one also has this note at the end: "Please reply and confirm that you are (a HERO) / (the TRAITOR). Thanks!"Mish-Mash Janitor
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These will be the starting locations for the tokens. Once we're able to, we'll post updated maps showing the tokens.Silverclaw wrote:Might - Upper Landing, Dining Room
Speed - Observatory, Primary Room
Knowledge - Bloody Room, Ballroom
Sanity - Charred Room, Entrance Hall
Number tokens have been sent out via PM. Please reply and confirm that you've received them and know what they are. Once everyone's done that - and we've got the new maps posted - we'll unlock the thread and resume play!
6/6 currently confirmed.Mish-Mash Janitor
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Everyone has confirmed.
There are some technical issues on our end that are going to prevent the pictures of the game board for the time being, so I'm doing up some text maps for the time being.
Mostly, I'm making this post for the upcoming pagetop. Will be opening the thread and starting up play again shortly!Mish-Mash Janitor
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Special Rules for this Haunt
Spoiler: Game Board - Upper Floor (text)
Spoiler: Game Board - Ground Floor (text)
Spoiler: Game Board - Basement
Spoiler: Everyone's stats
General rules for the Haunt:- It is now possible to die. If any of your stats reach an X, you are dead.
- It costs two move to leavea tile with another explorer.
- If attacking:
- Please state who you're attacking, and if you're using a weapon.
- Please roll your own attack dice. Attacks are with Might, unless your weapon says otherwise.
- Please state who you're attacking, and if you're using a weapon.
- If defending:
- You cannot use a weapon.
- Please roll your own defense dice. Defense is also with Might, unless the attacker's weapon says otherwise. If you take too long, we'll roll for you.
- You cannot use a weapon.
- Loser of an attack takes Physical damage equal to the difference in rolls, unless the attacker's weapon says otherwise.
- Remember: per the special rules, if you do not attack, you take two dice of Mental damage.
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Now prodding Xalxe.In post 22, Farren wrote:Activity rules:
If it's your turn, you've got 48 hours to take your turn. You can talk with everyone as much as you like to get advice, but nobody is obligated to give advice, or to do so in a timely manner. Especially if you're the Traitor.
If you run out of time, we'll prod you. Please don't make us do this too often.
If you still don't take your turn within another 48 hours, we'll start looking for someone to replace you.
Timer pauses on US holidays.Mish-Mash Janitor
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If by "combine the token" you mean "useIn post 115, Cat Scratch Fever wrote:Rules question, can we combine the token and attack in the same turn?Uncover the Truth", yes - a player can bothUncover the Truthand attack on the same turn.Mish-Mash Janitor
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Correct. Picking up tokens is not a special action, and doing so incurs no cost.In post 117, Xalxe wrote:And nothing's stopping me from picking up multiple tokens in a turn, right? It doesn't cost anything to do so?Mish-Mash Janitor
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In post 119, Xalxe wrote:Pick up the Sanity token in my room
Go down to the Primary Bedroom
Attack Sammy
Here's myMightroll
Original Roll String: 4d3-4(STATIC) 4 3-Sided Dice: (3, 3, 3, 3)-4 = 8Persephone(BLUE)picks up theSanity Tokenin theCharred Room.
Persephonemoves:- Charred Room>Upper Landing(1 move)
- Upper Landing>Ground Floor Staircase(1 move)
- Ground Floor Staircase>Hallway(1 move)
- Hallway>Primary Bedroom(1 move)
PersephoneattacksSammy(GREEN), swinging foreightpoints of damage.
Throne: please roll forSammy's defense. (4d3-4, due to having 4 Might.)
You haveArmor, which will reduce any Physical damage you take by 1. (7-X damage, where X is the number you roll.)
If you take any damage, please let us know which stats you'd like to apply it to.
If you roll a zero, you are dead.
It will still be Xalxe's turn after this attack is resolved.Mish-Mash Janitor
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It is nowNancy Drew 39's turn.
Move remaining: 5
Spoiler: Game Board - Upper Floor
Spoiler: Game Board - Ground Floor
Spoiler: Game Board - Basement
Spoiler: Everyone's stats
Reminder: if you do not attack someone during your turn, you will take two dice of Mental damage.Last edited by Farren on Sat Nov 19, 2022 2:31 pm, edited 1 time in total.Mish-Mash Janitor
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Taking theSpeed Token: done!
Moving to theObservatory: that's where you (Oliver, RED) are right now.
Attacking Dan: not possible. Dan (WHITE) is in theBallroom, which is 6 move away (Observatory > Charred Room > Upper Floor Landing > Ground Floor Staircase > Hallway > Entrance Hall > Ballroom). You only have 5 move.Mish-Mash Janitor
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You didn't specify that you were using yourRing, so I'm assuming you're not using it.
Oliver, having already taken the Speed Token, moves to theBloody Roomand attacks Anita.
Oliver's attack roll (MIGHT):
Original Roll String: 4d3-44 3-Sided Dice: (1, 3, 2, 3)-4 = 5
Cat Scratch Fever: please roll a Might check to defend Anita. As it is not your turn, you cannot use yourRabbit's Foot.
Once that's done, it will go back to Nancy, who will have the option to confirm or change moves made after the attack.Mish-Mash Janitor
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And that concludes the defense;Olivertakes two points of Physical damage.
Nancy Drew 39: please allocate your damage. You must lose either 2 Might, 2 Speed, or 1 Might + 1 Speed.
Once you've done that, you can either confirm that you still want to move to the Upper Landing, or change your mind and do something else.Mish-Mash Janitor
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Oliver loses 2 Speed, then moves to the Upper Landing. Time runs out. (+20 minutes due to the defense roll.)
It is nowxofelf's turn, playing as Michelle (PURPLE).
Move remaining: 4
Spoiler: Game Board - Upper Floor
Spoiler: Game Board - Ground Floor
Spoiler: Game Board - Basement
Spoiler: Everyone's stats
Reminder: if you do not attack someone during your turn, you will take two dice of Mental damage.Mish-Mash Janitor
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1) Pick up the Might token.
2) Move to theEntrance Hallway. (-1 move)
3) Pick up the Sanity token.
4) Move to theBallroom. (-1 move)
5) Attack Dan.
6) Pick up the Knowledge token.
7) Move south, exploring. (-2 move)
Yes, that would be a legal move-set. You'd need to re-confirm everything after the "Attack Dan" step once the attack is fully resolved, in case the results of the attack change your mind.
If you want to do that, please confirm and make your attack roll.Mish-Mash Janitor
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Spoiler: Game Board - Upper Floor
Spoiler: Game Board - Ground Floor
Spoiler: Game Board - Basement
Spoiler: Everyone's stats
That roll didn't include the "-5" part, so that's a Might roll of 3.
Silverclaw: please make a Might check for your defense.Mish-Mash Janitor
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Silverclaw defends successfully, inflicting two points of Physical damage to xofelf.
xofelf: please allocate your two points of physical damage. Your turn then resumes; you are free to confirm your actions on your earlier list or to change your mind on anything after the "Attack Dan" step.Mish-Mash Janitor
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I'll take that as confirmation. Done!
Michelleloses 2 Might, then heads south from the Ballroom. You have discovered theLaboratory, with exits north and east. Draw anEvent.
The "lose 2 might" dropped Michelle from 5 > 4 > 4, so this is a might roll with four dice:
Original Roll String: 4d3-44 3-Sided Dice: (2, 2, 2, 1)-4 = 3Mish-Mash Janitor
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