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[GAME OVERVIEW] In /Betrayal at House on the Hill/, each player chooses an [explorer] to investigate a creepy old house. As you explore the house, you discover new rooms. Each time you enter a new room, you might find something...or something might find /you/. Explorers change over the course of the game (for better or worse), depending on how they deal with the house's surprises. The house is different each time you build it. At some random point during the game, one explorer triggers a scenario called a haunt. When the haunt is revealed, one explorer becomes a [traitor] bent on defeating his or her former companions. The rest of the explorers become [heroes] struggling to survive. From then on, the game is a fight between the traitor and the heroes--often to the death. This game has fifty haunts, and each one tells a different story. All are yours to explore as you live or die in the House on the Hill. [GAME COMPONENTS] 1 rulebook 2 haunt books (/Traitor's Tome/ and /Secrets of Survival/) 44 room tiles 1 Entrance Hall/Foyer/Grand Staircase tile 6 plastic explorer figures 6 two-sided character cards 30 plastic chips 8 dice 1 Turn/Damage track 13 omen cards 22 item cards 45 event cards 149 tokens, including: 12 large circular monster tokens 91 small circular monster tokens /(red, orange, yellow, green, blue, purple, magenta)/ 14 square event and room tokens 14 pentagonal item tokens 18 triangular Trait Roll tokens [OBJECT OF THE GAME] Explore the house and make your explorer stronger until the haunt begins. After that, your goal is to complete your side's victory condition first, either as a traitor or a hero. [SETUP] - [Set aside the /Traitor's Tome/ and /Secrets of Survival/ haunt books.] You'll use them after the haunt is revealed. - [Each player chooses a character card.] There's a different explorer on each side of a character card. Pick one. {A picture shows one of the character cards - for Zoe Ingstrom. Each character card has Physical Traits (Speed, Might), Mental Traits (Sanity, Knowledge), Vital Statistics (Age, Weight, Height), Birthday, Hobbies, Portrait, and Name.} - [Attach 4 plastic clips to your explorer card.] Each one should point to one of the explorer's starting values for his or her Might, Speed, Knowledge, and Sanity. The starting value is colored green. - [Shuffle] the omen cards and put them face down in a stack where everyone can reach them. Do the same with the item cards and the event cards. - Find the [Basement Landing, Entrance Hall/Foyer/Grand Staircase,] and [Upper Landing] room tiles. Place them from left to right reasonably far apart. - [Mix all the rest of the room tiles together] and put them face down in a stack. (Don't worry about which floor is shown on the back of the tiles.) - [Each player puts his or her explorer's plastic figure in the Entrance Hall.] (Each explorer's figure matches the color behind an explorer's picture on his or her character card.) - [Put the dice in a pile] within easy reach. You'll need them throughout the game. - [See who goes first.] The explorer who has the next birthday goes first. (Look on your explorer's character card to see his or her birthday.) Players take turns clockwise following the first explorer. After setup, the table should look something like this. {A picture is shown of three character cards with clips spread out across a table with the Entrance Hall, Upper Landing, Basement Landing, dice, card stacks, and room tile stack between them. The plastic figures for the three characters - Father Rhinehardt, Vivian Lopez, and Missy Dubourde on the Entrance Hall.} [HOW TO PLAY] Starting with the first player and going to the left, each player takes a turn exploring the house. /[A Note on Terminology:] For simplicity's sake, these rules use "you" to refer to the character taking the action or affected by the card or tile, whether an explorer (which includes heroes and the traitor) or a monster. Rules that affect a particular kind of character (such as an explorer) use that term./ [TRAITS] Each explorer has four [traits], shown as lines of numbers on the character card: [Might, Speed, Knowledge], and [Sanity]. Speed and Might are [physical] traits, while Sanity and Knowledge are [mental] traits. Many cards, tiles, and other game effects adjust your traits up and down. When an effect increases or decreases a trait, you slide the plastic clip as many spaces as the effect says. For example, Zoe Ingstrom's starting Might is 3. If an effect increases her Might by 2, you would slide the clip 2 spaces toward the maximum value, raising her Might to 4. Each trait has a [maximum value], the highest number in a line, which can't be exceeded even if an effect would increase it. {A picture shows Zoe Ingstrom's character card, demonstrating the previous paragraph.} Each trait also has a [skull] symbol beow its lowest number in the line. Once the haunt begins, if any of your traits drops to the skull symbol, your explorer dies. Before the haunt starts, no one can die--that is, no trait can go below its lowest number in the line (it stays at the lowest number instead). Zoe's starting Sanity is 5. If an effect reduces her Sanity by 2, you would slide the clip 2 spaces toward the skull symbol, dropping her Sanity to 3. (If her Sanity drops by more than 2, Zoe will die unless the haunt has not yet begun.) {Another picture of Zoe Ingstrom's card demonstrates the previous paragraph.} [Damage:] Many cards, tiles, and other game effects can deal damage to your explorer. When you take [physical damage], you can divide it between Might and Speed as you choose. You slide the clips for those traits a total number of spaces equal to the amount of damage you took. Attacks against Sanity or Knowledge deal [mental damage]. This works just like physical damage, but you divide the damage as you choose between Sanity and Knowledge instead of Might and Speed. [ON YOUR TURN...] ...you can do as many of the following actions as you want, in any order: - [Move.] - [Discover] a new room. - [Use] item and omen cards. - [Attempt a die roll.] - [Make an attack] (once during your turn after the haunt starts). Before the haunt starts, you must make a [haunt roll] at the end of your turn if you draw an omen card (see "Making a Haunt Roll," page 15). The game has a few new twists after the haunt starts (as described in "The Haunt, page 15). [Move] On your turn, you can move up to a number of spaces equal to your character's current [Speed]. You can perform actions (such as using an item or attacking) in the middle of your movement. However, whenever a game effect makes you draw a card for any reason, you must stop moving for the rest of your turn. [Example of Moving] {A picture shows the Entrance Hall, Foyer, Grand Staircase, Dining Room, and Kitchen. The Kitchen is attached to the Foyer and the Dining Room, which is then attached to the Grand Staircase. However, the doors do not align, which is not addressed.} In this example, if your explorer has a Speed of 3, you can move from the [Entrance Hall] to the [Foyer], then from the [Foyer] to the [Kitchen], and then from the Kitchen to the [Dining Room]. If you're feeling more adventurous, you could go through one of the empty doorways in the [Entrance Hall] or [Foyer] and discover a new room. If the new room you find doesn't require you to draw a card, you can keep going...but if it does, you have to stop. [Discover a New Room] {A picture shows the back of a room tile, with all three floors lit up. The three floors are labeled "possible floors."} When your explorer enters a doorway, and there isn't a room on the other side, look at the top tile on the room stack. If it has the name of the floor you are on ([ground], [basement], or [upper]), turn it over and connect it to the doorway you just entered. Then move into that room. You have discovered it. Add each new tile as logically as you can, creating adjacent rooms by connecting [doors] whenever possible. If it's impossible to match up all doors, you instead create a [false feature], such as a blocked door or boarded-up window (not uncommon in a haunted house).