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12

This is a common complaint. The sliders are just too big. Solutions that have worked for others include: Using an alternative print-out, with washers for tracking Wrapping each side of the character card with sticky tape, for thickness Laminating the cards Applying some PVA glue inside the sliders, and letting it dry before use


9

Some ideas that have worked out alright in games of Betrayal I've played: Let the knocked out player control one of the monsters (if there are more than one and player knowledge wouldn't make much difference). Move the knocked out player onto the control team of another player's character. Start the game with some number of additional characters ...


8

Before the Haunt happens, you can't die; you just go down to the minimum level on the stat(s) affected. If you died after the Haunt began, may I suggest spectating, or a game of Solitaire? Or, depending on how strict your group is, you can still kibitz.


7

Using paper clips works great! The little loopy bit can frame the numbers. They stay in place, but can easily be moved and removed. They don't damage the cardboard, and you can use plain silver ones, or get colored plastic coated paperclips.


7

I interpret "moving past an opponent" as walking into a room with an opponent It doesn't say "to move past an opponent", it says "to leave that room." Is there a movement penalty if you are ALREADY in the room with your opponent at the beginning of a turn? Yes, there's a movement penalty for leaving a room with an opponent. This penalty is not ...


7

Following the haunt, the game tends to become semi-cooperative, with one antagonist. In those cases, while you're not controlling a character, you could certainly offer advice and contribute to group-thinking. I certainly think that answer, in line with previous ones, is most appropriate, but if you're desperate to house-rule an alternative, how about this ...


6

I'm assuming that your biggest problem is the haunt rules, if you've already played the games several times. The easiest way to make the haunts (and their special rules) simpler is to discuss the special haunt rules with other people - preferably people who know the rules well. The Heroes, of course, get to hash out the special rules with each other and ...


6

I wouldn't expect the rules to say anything about this; the card text is intended to be the rules. There's also nothing in the FAQ about it. Angel Feather reads: When you attempt a roll of any kind, you can call out a number from 0 to 8. Use that number instead of rolling the dice. To me, that fairly clearly implies that you choose the number before ...


6

Page 12 of the rule book says: Many haunts put one or more item tokens in the house, which have special rules for their use. Unless the haunt says otherwise, item tokens can be traded, dropped, or stolen just like item and omen cards. I'm not sure why they felt it necessary to mention that they can be stolen or traded in the haunt, since that would ...


6

I use the mobile apps, they not only keep track of stats but help with the haunt scenarios. Here is the link for IOS and another for Android. I have only used the IOS one but it works well


5

No. Idol is an item, and may only be used on your own turn. From the FAQ at wizards Can you use an item card outside of your turn (for instance, when you were attacked)? The only items you could use outside your own turn are the Angel Feather, the Lucky Stone, and the omen Skull.


5

No, the Zombie Lord is not a zombie. As you said, logically he wouldn't be a zombie, because if he was they would just say kill the zombie lord for the requirements for winning the game (page 25) Additionally, the rules for that haunt remind you that the Holy Symbol that affects all Zombies, doesn't affect the Zombie Lord: If you have the Holy Symbol, ...


4

Bite the plastic clip near the base. The clip will have a tighter hold on the character card. We had the same problem and this method fixed all our plastic clips. No additional materials were required.


4

Sounds to me like you met the victory conditions: not too many people dead, and all the dolls gone. (Unless there's a "you can't win by dying" clause; I don't own the game.) True, it's not the best rules writing - the victory condition is basically equivalent to at least half the heroes destroying their dolls while still alive. But here's a lot of badly ...


4

For a more concrete and official answer, this is from the Wizards of the Coast errata page for the game: How much do you have to reveal about what you are doing to the other side? You should announce the purpose of any action you are taking to the other side -- for instance, "I am making an exorcism roll now," or "This roll is to see whether the house ...


4

There is no real rules-based example of just how much or how little you have to reveal, so really it comes down to common sense, fairness and keeping to the theme of the game. Basically you don't want to give away exactly what you are trying to do, but you also don't want the opposing side to feel that you are purposefully withholding information that ...


4

Both the Rabbit's Foot and the Angel Feather have extremely generic text; the Rabbit's Foot says once during your turn, you may reroll one die; the Angel Feather says When you attempt a roll of any kind... The only restriction I can see is that both the Rabbit's Foot and the Angel Feather must be used by the player who revealed the Omen card and is making ...


4

You can do whatever you and your friends like. It's a cooperative game, so you can continue to discuss plans and suggests moves with the remaining players just like you could when you were alive. The line between discussion, suggestion, and actually playing is pretty fuzzy. How far you can and should go with it depends entirely on your preferences and ...


4

If you kill the Hero on the Hero's turn (or during your monsters' turn), then you don't get to do anything with the items; you can only pick up items on your own turn. (Though you can steal an item on your opponent's turn in lieu of inflicting at least 2 points of damage, as normal. But then you didn't kill the Hero.) If you killed the Hero on your turn, ...


4

If it is the Vault you always appear on the outside, otherwise it is your choice as to which half of a barrier room you appear on. From the official errata & FAQ: Collapsed Room -- If you land in a room with two parts, such as the Chasm, which half do you land in? If anything transports you to a barrier room, you decide which side of the room ...


4

The errata added restrictions on this use of items: If there are five heroes and a monster in a room, could each of them use, say, the Spear to attack that monster, then pass it on to the next person? No. Add this rule: "For each item, during a turn an explorer or monster that can carry items may only perform one of the following actions: use the ...


3

There aren't any rules for it. If you're getting tired of the same person being the traitor, then make a house rule based loosely on the rules for skipping haunts, and you can go back to having fun again. Or you can just keep playing; it's only been three games so far. What are the odds that the same person is the traitor again? Edit: Yes, I realize the ...


3

That's pretty much how the game is designed. It is a catch-22; sure, it's completely "random" and new every time, but that also means it's impossible to predict and balance accordingly. Something me and my friends do when these "broken" haunts happen is tweak the conditions around a bit. An example would be haunts that require exorcisms: If we are all high ...


3

Short answer: They are all balanced in their own way. Long answer: Each character has strengths and weaknesses, some are harder to spot than others. For example the professor and priest as you pointed out, are mental, but if you look at their stat growth and starting abilities, the priest has more stats that go up to 8, but the professor as more stable ...


3

The game is not currently in print; so the only copies that exist are ones that were printed before, and people have bought. Unless you get extremely lucky, and stumble upon a game store that has a random copy sitting around that hasn't sold (not very likely at all), then the only options are to go online to places like Ebay, BGG Marketplace, Amazon, etc, ...


3

Page 12 of the rules book (you can download a copy from WotC here) says that those companions remain in the room and are picked up whenever another explorer enters that room (this appears to be mandatory, whereas it is optional for explorers to pick up dropped items).


2

We had good success using sticky tape, but we put it on the sliders. Specifically, we stuck a piece of single sided tape on the inside of the slider, and then trimmed the excess tape off with small scissors. We might try packing tape next time because it's a wee bit thicker. An advantage to this solution is that it doesn't mess up the character tiles.


2

A lot of it is going to come down to which scenario you end up with... which isn't any help when trying to choose a character at the start. Some scenarios will punish you if you are low in sanity, others if you are low in strength. In my opinion, speed is the one thing that tends to be helpful in every scenario... some scenarios will make your level 8 ...


2

You were in a very awkward position: you had one "obvious" thing to do, and if you didn't do it, you would clearly be a traitor. For best results, don't make the serum in the first place. Any advantages you get from remaining hidden for a few turns longer are vastly offset by creating the items that the Heroes require to win. (And you are only going to ...


2

Monsters (like explorers) don't have hit points. If a scenario says that a monster can be killed instead of just being stunned, then that scenario should also say how it can be killed. It may just say that if it's defeated, then it is killed instead of stunned, or if it's defeated with a specific item, etc. You may have to be more specific in your question ...



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