Hot answers tagged

16

The FAQ/Errata, found here, clarifies that these rooms can each only be used once per player per game. Chapel, Gymnasium, Larder, Library -- Can you stay in one of these rooms turn after turn to increase an attribute? No. Each character can receive the benefit from each room just once per game (one boost for each trait for each player, if all ...


15

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


11

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.


11

1) Yes you would die from the sanity loss. From the rule book (page 9): Once the haunt begins, if any of your traits (Speed, Might, Sanity, or Knowledge) moves down to the skull symbol, your explorer dies. This does not differentiate in any way between taking direct damage and any other forms of stat loss, so gaining the Madman can kill you if your ...


10

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 "...


10

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 (...


9

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


9

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 ...


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.


8

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 ...


8

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 ...


8

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, ...


8

The rules for sealing off rooms have this line at the end: If all the remaining tiles for a floor would seal off the floor, then the person whose turn it is rearranges the floor until there are more free doorways. It seems reasonable to infer that this rule would also apply if adding the necessary room for the Haunt also seals off the floor. Thus the ...


7

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 ...


7

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 ...


7

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 ...


7

You don't have to do anything on your turn, so if all players agree there's no reason you couldn't give the player who discovers the vault all the turns until they open it. However, I'd suggest this is tactically a bad idea for the players not in the vault. Until the haunt starts you don't know who is on your team. An individual player could increase his or ...


7

Yes, you can choose not to move. The rules on movement state: Moving On your explorer’s turn, you can move up to number of spaces equal to your character’s current Speed. "Up to" includes 0 spaces. Note that if you stay in the elevator for your entire turn, then the elevator will move again. From the FAQ: Heroes must roll for their ...


7

What is the point/benefit of the dog? The main purpose is to trade objects between players. Say that a character gains the Revolver item, which allows them to use Speed to attack. If the character who found it has a low speed, they can use the dog to give it to another player with a higher speed, without having to take the time to meet up with them on ...


6

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.


6

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).


6

When the haunt begins, the player to the left of the traitor always takes the first turn. It doesn't matter who had the last turn (the person to reveal the haunt will not always be the traitor). There are a couple scenarios that change this, but they will specify their own rules in the haunt description. Rulebook, page 11: Haunt Turn Order The first ...


6

You should continue. The rules for winning and losing are defined by the specific scenarios, not the general game rules. The (heroes) rules for haunt #25 state what is required for the heroes to win: You Win When ... ... you destroy all of the dolls and at least half (rounding up) of the original heroes are still alive. The main rulebook does ...


6

"Lose one sanity" instructs you to reduce one specific stat, which is quite different from taking one point of mental damage, and so are the situations were both occur. While taking damage results in stat loss, I don't think stat loss is damage. The existence of a difference between the two is supported by the game using both "lose 1 from a mental trait" and ...


6

I'd suggest playing with 2 characters each. When the haunt starts, the player who controls the traitor hands their non-traitor character over to the other player to control.


5

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 ...


5

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 ...


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, ...


5

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 ...


5

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 ...



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