The PokéCommunity Forums Off-Topic Discussions The Underground Discussions
Interest Check Betrayal at House on the Hill

Discussions Discuss Mafia games, strategies, and organize events here!


Reply
 
Thread Tools
  #1    
Old August 27th, 2017 (7:58 PM).
metroid711's Avatar
metroid711 metroid711 is online now
Thumbs up~
     
    Join Date: Jul 2017
    Location: Arkansas
    Gender: Male
    Nature: Calm
    Posts: 876
    If you werent in the discord when I mentioned this. I got a new board game recently called Betrayal at House on the Hill.
    The game consists of players traversing a a mansion collecting items and activating spooky events. The special part about this game is that at some point a specific person,holding a specific item, in a specific room will become a traitor. This traitor will get new abilities and a specific scenario to try to kill the other players. The other players must band together to stop the traitor.
    I want to turn this into a game on the UG
    My first snag is that it is 6 players.
    But then I thought that 2 people could control one character. If one of the people begs. The other person could still do the turn. I'll be progressing on this and it will happen in the future.
    I just thought id post it here for thoughts.
    __________________
    "Even in a book of lies sometimes you find truth. There is indeed a season for all things and now that I see you flesh-to-flesh and blood-to-blood I know I cannot raise my hand against you. But know this, you are my greatest disappointment. Does your master hear me? Atlas! You can kill me, but you will never have my city. My strength is not in steel and fire, that is what the parasites will never understand. A season for all things! A time to live and a time to die, a time to build... and a time to destroy!”
    Reply With Quote

    Relevant Advertising!

      #2    
    Old August 28th, 2017 (5:12 AM).
    metroid711's Avatar
    metroid711 metroid711 is online now
    Thumbs up~
       
      Join Date: Jul 2017
      Location: Arkansas
      Gender: Male
      Nature: Calm
      Posts: 876
      Any feedback will do.
      __________________
      "Even in a book of lies sometimes you find truth. There is indeed a season for all things and now that I see you flesh-to-flesh and blood-to-blood I know I cannot raise my hand against you. But know this, you are my greatest disappointment. Does your master hear me? Atlas! You can kill me, but you will never have my city. My strength is not in steel and fire, that is what the parasites will never understand. A season for all things! A time to live and a time to die, a time to build... and a time to destroy!”
      Reply With Quote
        #3    
      Old August 28th, 2017 (5:14 AM).
      Abby's Avatar
      Abby Abby is offline
      #freecoffee
       
      Join Date: Feb 2014
      Location: England
      Age: 15
      Gender: Male
      Nature: Quirky
      Posts: 3,224
      This should work, as long as people die


      Dying is fun
      __________________
      Reply With Quote
        #4    
      Old August 28th, 2017 (5:16 AM).
      Kiyotaka Ishimaru's Avatar
      Kiyotaka Ishimaru Kiyotaka Ishimaru is offline
      Ultimate Moral Compass
       
      Join Date: May 2017
      Location: Philippines
      Gender: Male
      Nature: Modest
      Posts: 521
      ^

      Yeah. As long as people get progressively eliminated, things should be fine.

      Also, I am interested in playing this game as I've stated earlier. It's a real nice variant to mafia.
      Reply With Quote
        #5    
      Old August 28th, 2017 (5:54 AM).
      metroid711's Avatar
      metroid711 metroid711 is online now
      Thumbs up~
         
        Join Date: Jul 2017
        Location: Arkansas
        Gender: Male
        Nature: Calm
        Posts: 876
        Oh dont worry, people will die. Once the traitor phase starts people can die.
        __________________
        "Even in a book of lies sometimes you find truth. There is indeed a season for all things and now that I see you flesh-to-flesh and blood-to-blood I know I cannot raise my hand against you. But know this, you are my greatest disappointment. Does your master hear me? Atlas! You can kill me, but you will never have my city. My strength is not in steel and fire, that is what the parasites will never understand. A season for all things! A time to live and a time to die, a time to build... and a time to destroy!”
        Reply With Quote
          #6    
        Old August 28th, 2017 (6:47 AM).
        metroid711's Avatar
        metroid711 metroid711 is online now
        Thumbs up~
           
          Join Date: Jul 2017
          Location: Arkansas
          Gender: Male
          Nature: Calm
          Posts: 876
          A lot will be explained once I post the rules and such on the opening post.
          __________________
          "Even in a book of lies sometimes you find truth. There is indeed a season for all things and now that I see you flesh-to-flesh and blood-to-blood I know I cannot raise my hand against you. But know this, you are my greatest disappointment. Does your master hear me? Atlas! You can kill me, but you will never have my city. My strength is not in steel and fire, that is what the parasites will never understand. A season for all things! A time to live and a time to die, a time to build... and a time to destroy!”
          Reply With Quote
            #7    
          Old August 28th, 2017 (8:13 AM).
          metroid711's Avatar
          metroid711 metroid711 is online now
          Thumbs up~
             
            Join Date: Jul 2017
            Location: Arkansas
            Gender: Male
            Nature: Calm
            Posts: 876
            Alright, when im done with it ill post it here first
            __________________
            "Even in a book of lies sometimes you find truth. There is indeed a season for all things and now that I see you flesh-to-flesh and blood-to-blood I know I cannot raise my hand against you. But know this, you are my greatest disappointment. Does your master hear me? Atlas! You can kill me, but you will never have my city. My strength is not in steel and fire, that is what the parasites will never understand. A season for all things! A time to live and a time to die, a time to build... and a time to destroy!”
            Reply With Quote
              #8    
            Old August 28th, 2017 (9:17 AM). Edited August 28th, 2017 by metroid711.
            metroid711's Avatar
            metroid711 metroid711 is online now
            Thumbs up~
               
              Join Date: Jul 2017
              Location: Arkansas
              Gender: Male
              Nature: Calm
              Posts: 876
              Rules, gameplay, and characters
              Spoiler:

              GAME OVERVIEW


              In Betrayal at House on the Hill, each player chooses a character to explore 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 get 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 betrays everyone else. That explorer becomes
              a traitor bent on defeating his 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 a fight to the death.
              This game has 50 haunts, and each one tells a different story. Each one of them is yours
              to explore as you live or die in the House on the Hill.


              Regarding Phases
              This game will take place in turns. Each turn will count as a phase. Each player can take a turn.
              The game will change drastically once the Traitor is revealed.
              How To Play
              Spoiler:
              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,
              Professor Longfellow's starting Might is 3. If
              an effect increases his Might by 2,
              the clip will increase 2 spaces toward the
              maximum value, raising his Might to 4.
              Each trait has a maximum value, the
              highest number in the line, which can’t
              be exceeded even if an effect would
              increase it.

              Each trait also has a skull symbol
              below 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)
              The Maximum number for a trait is 8.

              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,”). The game has a few new twists after the
              haunt starts (as described in “The Haunt,”).
              You will have 24 hours to make an action. If no Action is given then your turn will end.

              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.

              Discover a New Room
              When your explorer enters a doorway, and there isn’t a room
              on the other side, a room tile will be revealed (courtesy of my physical copy). 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.
              Spoiler:
              Special Rooms
              Some room tiles have rules printed on
              them that summarize their effects. Most
              of those rooms have additional rules or
              further explanations described in this
              section. These tiles have an asterisk (*)
              printed beside the room’s name.

              Chasm, Catacombs, Vault, and Tower
              These are all barrier rooms. A barrier
              room has two parts and can stop you
              from moving to the other side of the
              room. Crossing a barrier requires a trait
              roll printed on the tile (one of Might,
              Speed, Sanity, or Knowledge). You can
              attempt this roll once during your turn.
              Crossing the barrier doesn’t count as
              moving a space. If you fail the roll, your
              movement ends. On your next turn, you
              may attempt another roll to cross, or you
              can go back the way you came.
              Explorers can’t fight or interact in any
              way with an explorer in the same room
              but on the opposite side of the barrier.
              Monsters always ignore barriers, but if a
              monster ends its movement in a barrier
              room, the traitor must decide which side
              of the barrier it’s on.
              If a tile or card causes you to land in
              a barrier room, you decide which side
              of the room to end up in. If the arrival
              requires placing a square token in the
              new room (such as with the Collapsed
              Room or the Secret Passage), then that
              token is permanently on the side of the
              room you chose.

              Entrance Hall, Foyer, and
              Grand Staircase
              The Entrance Hall, Foyer, and Grand
              Staircase are all on the same tile, but
              they count as three separate rooms.
              Moving from one room to an adjacent
              room on the tile counts as 1 space of
              movement. The Grand Staircase and the
              Upper Landing are two separate rooms.

              Coal Chute
              When you enter this tile, you move
              immediately to the Basement Landing.
              Entering the Coal Chute and sliding
              to the Basement Landing counts as
              moving 1 space. A turn can’t end with a
              character on the Coal Chute tile.

              Collapsed Room
              Only the explorer who first discovers
              the Collapsed Room needs to make the
              Speed roll printed on the tile. Thereafter,
              any explorer entering the room can
              either ignore the room’s ability or use
              it intentionally to get to the basement.
              Falling to the basement doesn’t count
              as moving a space, but the explorer still
              takes the damage.
              Only the first explorer to fall to the
              basement from the Collapsed Room
              draws and places a basement tile. Put
              the square Below Collapsed Room token
              on the room where he or she landed.
              Place the new basement tile adjacent to
              any basement room already in play. If
              there are none, place it adjacent to the
              Basement Landing. If all the basement
              tiles have already been placed, choose
              one to land in.
              If the first character to enter the
              Collapsed Room is a monster, instead of
              drawing a new tile, choose an existing
              basement room and put the monster’s
              token there.

              Junk Room
              If this room lowers your Speed as you
              exit it, and your new Speed would mean
              you don’t have enough movement left
              to leave, you still make it out. You stop
              moving on the tile adjacent to the Junk
              Room instead.

              Mystic Elevator
              This tile moves as soon as you enter
              it. Roll 2 dice and put it adjacent to a
              connecting door on the appropriate floor(If there isn’t one, leave the tile where it
              is.) If you roll the floor the Mystic Elevator
              is on, you can move the tile to a different
              connecting door on that floor. You can use
              the elevator only once a turn.
              Monsters and the traitor can both use the
              Mystic Elevator to go wherever they wish
              without rolling. However, the tile still
              moves only once during each entire traitor/
              monster set of turns, the first time either a
              traitor or monster enters it. In other words,
              if the traitor uses the Mystic Elevator
              during his or her turn, then it will not work
              if a monster enters it on its next turn. A
              hero must roll for the destination floor each
              turn he or she enters the Mystic Elevator,
              or at the end of each entire turn that hero
              spends on that tile without moving.
              If one or more explorers are already in
              the Mystic Elevator and another explorer
              enters it and rolls a 0, all the explorers in
              the elevator take the damage.
              If an effect of another tile or card leads to
              the Mystic Elevator (such as the Collapsed
              Room or Secret Passage), the token placed
              by that effect stays on the Mystic Elevator
              tile even if it moves.
              Vault
              If a tile or card (such as the Collapsed
              Room) causes you to land in this room,
              you arrive outside the locked vault door.
              Once the vault has been opened, put the
              square Vault Empty token on it. The traitor
              doesn’t open the vault door automatically:
              He or she must attempt a roll to open it.

              Staircases connect floors. The Grand Staircase always connects to the Upper Landing. The
              Stairs from Basement always leads to and from the Foyer through a secret door. (You can’t
              use the Stairs from Basement until you discover that room in the basement.)
              I will be posting a layout of the current building every time a turn is ended in a new update post

              Drawing Event, Item, and Omen Cards
              Some rooms have symbols printed on them that match
              symbols on the cards.

              The first time you
              discover a room with a symbol, you must end your move
              in that room and the appropriate card will be drawn and read by me. Only the first
              player to discover the room draws the card (and ends his or
              her movement there).
              If the room has an event symbol (a spiral ), draw an
              event card. Read it out loud. Follow its instructions, which
              might require you to attempt a die roll. Then discard the
              card unless it says otherwise or has an ongoing effect.
              If the room has an item symbol (a bull’s head ),
              draw an item card. Read it out loud. Place it face up in
              front of you; you now have the item in your possession.
              (You’re carrying or wearing it.) You can use the item once
              immediately and once on each of your turns, unless the card
              says otherwise.
              If the room has an omen symbol (a raven ), draw an
              omen card. Read it out loud. Place it face up in front of you;
              you now have the omen in your possession. You might have
              to do something immediately. At the end of your turn, if the
              haunt has not yet begun, you must make a haunt roll. (See
              “Making a Haunt Roll,”)
              If you discover a new room because of a tile’s or card’s
              effect, and that new room has a symbol on it, the appropriate card for that new room will be drawn. If a room is added
              to the board through some other means (such as a haunt’s
              instructions), the first player who enters that room does not
              draw a card.
              Even though your movement ends when you draw a card,
              you can still take other actions on that turn (such as using
              an item).

              Use Item and Omen Cards
              All explorers can use items. Some monsters can too, if the
              haunt’s rules allow it. You can use an item once at any point
              during your turn. Most omen cards are treated like items:
              You keep the card in and use it just like an item.
              There’s no limit to the number of items you can carry.
              Once during your turn, an explorer (or monster that can
              carry items) can do each of the following:
              • Trade an item to another explorer in the same room
              (assuming you both agree).
              • Drop any number of items. ( A pentagonal
              Item Pile token will be put in that room.) Another explorer (or you,
              for that matter) can later pick up some or all of the items
              in the pile.
              • Pick up one or more items from a pile of items.
              The Item Pile token will be removed if all of the items are picked up.
              Some items can’t be traded (or stolen), but they can be
              dropped or picked up. The item card’s text will state
              whether you can take a certain action with that item.
              The Bite, Dog, Girl, and Madman aren’t items, so they can’t
              be dropped, stolen, or traded. (Their cards say this.)
              For each item, an explorer (or monster that can carry items)
              can perform only one of the following actions with that item
              during a turn.
              • Use the item.
              • Trade the item to another explorer.
              • Drop the item.
              • Steal the item (see “Special Attacks”).
              • Pick up the item.
              Using an item means making any attack or die roll with it or
              taking any other action in which the item is involved in any
              way. For example, an explorer couldn’t attack with the Spear
              and then trade it to another explorer on the same turn.
              If an item would adjust one of your traits above the
              maximum number for the trait printed on your character
              card, make a note of how much that item puts that trait “over
              the top.” If you lose that item, you lose from that “over the
              top” number, not from the printed maximum. For example,
              if an item adds 2 to your Might, but you gain only 1 Might
              before hitting the maximum, you’d lose only 1 from your
              maximum Might if you lost that item.
              Weapons: The Axe, Blood Dagger, Revolver, Spear, and Sacrificial Dagger are weapons.
              Weapons can be used
              only while making an attack, not while defending (see “Make an Attack,” page 13). You can
              use only one weapon
              per attack, but you can carry more than one. Using a weapon during an attack is optional.
              Companions: The Dog, Girl, and Madman omen cards are companions that follow the
              explorer who has custody of them. Companion omens don’t have physical or mental traits.

              Attempt a Die Roll
              Many times during the game, one or more dice will be rolled (courtesy of my physical copy). Each die has faces with
              0, 1, or 2 dots, as shown here.

              There’s no limit to how many times in a turn you can roll dice. For example, you might need
              to make a die roll for a card you drew by moving onto a room tile that also requires a die
              roll. You can’t, however, attempt the same roll more than once per turn. (For example, you
              can’t keep rolling on the same turn to try to open the Vault.)
              If a card, tile, or other game effect instructs you to roll a specific number of dice, do so and
              add the number of dots on each die to get the result of the die roll. Then do what the effect
              says for that result.
              Damage Rolls: If an effect says to “take 1 die of physical damage,” roll a die. You take
              damage to Might and/or Speed equal to the number of dots rolled. For effects that cause
              more than 1 die of damage, simply add the dots on all the dice you roll. Taking mental
              damage works the same way, except that you distribute the damage between Knowledge
              and Sanity as you choose.
              Trait Rolls: Sometimes a card, room tile, or haunt tells you to attempt a roll based on one
              of your explorer’s traits (Might, Speed, Knowledge, or Sanity). When that happens, roll dice
              equal to the number your explorer currently has in that trait. For example, if your explorer
              must attempt a Sanity roll, and she currently has a Sanity of 4, roll 4 dice and add the dots
              together to get the result. Whether you succeed or fail, the card or tile’s text will tell you the
              results of your attempt. An attack roll isn’t a trait roll, even though it involves Might or some
              other trait (see “Make an Attack,” below).
              Task Rolls: Some haunts require you to make a roll to succeed at a particular task (such an
              exorcism). You can attempt only one such roll per turn. That’s true even if different types of
              rolls could satisfy that task (such as either a Knowledge roll or a Sanity roll to succeed at the
              exorcism).

              Make an Attack
              You can’t attack anyone until after the haunt starts.
              Once during your turn, you can attack an opponent in the same room. (An opponent is an explorer
              or monster that wants to stop your movement or interfere with you.) When you make an attack, roll
              a number of dice equal to your Might. Your opponent does the same. Whoever rolls a higher result
              defeats his or her opponent and inflicts physical damage against the other explorer or monster.
              The amount of damage equals the difference between the two rolls. (For example, if you roll a 6
              and your opponent gets a 5, you would inflict 1 point of physical damage.) If there’s a tie, no one
              gets hurt.
              Sometimes an effect lets you make an attack with a trait other than Might. You do this the same
              way as a Might attack, except you and your opponent use the other trait. For example, if you make
              a Speed attack, you and your opponent roll dice based on Speed. Speed attacks also deal physical
              damage.
              When an effect lets you attack with Sanity or Knowledge, then you inflict mental damage.
              You can’t use a trait to attack an opponent who doesn’t have that trait. For instance, if a monster
              doesn’t have Sanity, you can’t make a Sanity attack against it.
              Sometimes when you defeat your opponent, you do something other than inflicting damage. For
              instance, you might be able to steal an item (see “Special Attacks,” below).
              Monsters are only stunned when you defeat them, not killed, unless a haunt specifies otherwise
              (see “How Monsters Work,” page 18). You can attack a stunned monster if there’s another benefit
              from doing so (such as stealing an item from it or killing it with an special item). Stunned monsters
              still roll dice to defend, but if the attacking hero loses, he or she takes no damage.
              You can both make a haunt-specific action (as described in the haunt’s rules) and attack on your turn.

              Special Attacks
              Distance Attacks: The Revolver’s ability is an example of a distance attack. It allows you
              to attack someone in another room within your line of sight—a path that leads through an
              uninterrupted straight line of doors. You take no damage if the subject of your distance attack
              defeats you. Some monsters can also make distance attacks.
              Stealing Items: If you attack someone and inflict 2 or more points of physical damage, you
              can steal a tradable item or omen instead of inflicting the damage. (The item’s or omen’s
              card says if it can’t be traded.) You can’t steal an item or omen by making a distance attack.
              Some haunts have special rules for stealing items.

              The Haunt
              Once the haunt begins, the game changes dramatically. Now it’s a desperate struggle to win
              before your opponent does!

              Making a Haunt Roll
              Before the haunt starts, you must roll 6 dice at the end of your turn each time you draw an
              omen card. This is called a haunt roll. If you roll less than the total number of omen cards all
              players have drawn this game, the haunt starts. The player who starts the haunt with this
              roll is called the haunt revealer.
              For example, if you draw an omen card on your turn, and it’s the fifth omen card drawn
              during the game, you need a result of 4 or less on your haunt roll to start the haunt.
              After the haunt starts, if you discover a room with an omen symbol, you still draw and keep
              an omen card, but you don’t make a haunt roll.

              Revealing the Haunt
              When a player makes a haunt roll and starts the haunt, that player (the haunt revealer) will be given haunt chart on from first two pages of the Traitor’s Tome booklet. The chart shows
              which haunt has been revealed—and who is the traitor.

              The chart lists omen cards across the top and rooms along the left side. Look at the name of
              the omen card that was drawn before the haunt roll and the room that the haunt revealer’s
              explorer was in when the omen was drawn. Find the corresponding haunt number. This is
              the haunt you’re going to play.
              The haunt’s entry below the chart states which player becomes the traitor. The
              Traitor’s Tome will be given to that player. The haunt revealer is not necessarily the traitor.
              The players controlling the traitor will get a new discord to discuss actions. All other discords used by the other characters will be moved into one discord for heroes.
              Haunt Setup
              Do the following at the start of the haunt.
              • The traitor will be given the Traitor’s Tome and gets a new discord server.
              He or she reads only the haunt that is starting now. That
              player also needs to know the rules described in “The
              Traitor’s New Powers” and “How Monsters Work”
              • The rest of the players become heroes. They will be given their own discord chat. They look up the
              haunt with the same number in Secrets of Survival and
              read it together. (The heroes should also briefly discuss
              their plan for survival.)
              Everyone will then get 48 hours to plan a strategy and to understand their haunt.
              • When everyone is ready (including the traitor), the
              Game will resume.
              The heroes and the traitor do
              anything the haunt tells them to do in the “Right Now”
              section. (For example, sometimes you’ll have to put tokens
              in the house or draw cards.)

              Heroes and Secrets
              ---------------------------------------------------------------------------------
              Don’t tell the traitor what your goals are, unless you’re sure
              he or she already knows them or you’re doing something
              required by the haunt. Sometimes you have an advantage
              over the traitor because that player doesn’t know what you’re
              trying to do. You can still play these haunts again and again
              after you know how they work, but until then, the heroes
              shouldn’t disclose the Secrets of Survival for their haunt.
              ----------------------------------------------------------------------------------

              Playing the Haunt
              The first turn always starts with the player to the traitor’s left and goes clockwise (next to
              the left away from the traitor). Each of the heroes takes a hero turn. After each hero has
              taken a turn, the traitor takes his or her traitor turn. After the traitor’s turn, any monsters
              controlled by the traitor get a monster turn. (This means that the traitor gets two turns: one
              for his or her actions and one for the monsters.) Then the first hero to the left of the traitor
              takes a turn, and so on.
              The heroes and traitor are all still explorers. They can do the same things they did before
              the haunt was revealed, except they don’t make further haunt rolls (even if one of them
              draws an omen card). The traitor has to tell the heroes what he or she is doing each turn,
              but not why; the same condition applies to the heroes.

              After the haunt begins, explorers can die.
              If any of your explorer’s four traits moves down
              to the skull symbol , then that explorer dies.
              Sometimes during a haunt, a hero’s “death”
              turns that explorer into a traitor instead. Certain haunts require something to be done a
              number of times equal to the number of explorers. That number includes any explorers
              who died.
              Sometimes the traitor is transformed or otherwise disposed of at the start of the haunt,
              but the traitor still gets a turn after all the heroes do. Even if the traitor dies, as long as
              the monsters can complete the haunt’s goals, the monsters still get their turn (under the
              traitor’s control).
              During a haunt, if someone in the house makes a Knowledge roll to learn something and
              succeeds, all the other heroes learn that information as well.

              Moving Past Opponents
              For each opponent in a room with it after the haunt starts, an explorer or monster must use
              1 extra space of movement to leave that room. (Heroes slow down the traitor and monsters,
              and vice versa.)
              No matter how many penalties you have on a turn, you can always move at least 1 space.
              This is also true if a monster rolls a 0 for movement (see “How Monsters Work,”).
              Stunned monsters don’t slow an explorer’s movement in this way

              The Traitor’s New Powers
              When your explorer becomes a traitor, if you are being impeded by a previously drawn
              event card (such as the Debris or Webs), you are freed from that effect. In addition, you can
              use the following abilities (unless a haunt says otherwise).
              • You can use any beneficial text on a room tile while ignoring any harmful text. You
              can pass through the Revolving Wall without rolling. You can choose where the Mystic
              Elevator goes when you use it. You still slide to the Basement Landing when you move
              onto the Coal Chute.
              • You can choose not to be affected by an event card or the Bite omen card. If you
              choose to be affected by a card, you do so after reading it but before making any rolls or
              doing any other action stated on the card. You then have to accept the result of any rolls
              or penalties.
              • After you finish your turn, you move and attack with all of the monsters, if any. Even
              if the traitor dies, you still control the monsters. (In some haunts, the monsters are still
              able to complete a haunt’s goals after the traitor is dead.)

              How Monsters Work
              Monsters behave a little differently than explorers do. All of the following rules are in effect
              unless a haunt says otherwise. Each monster moves and takes all its actions before the next
              one goes.
              • Monsters move differently. At the start of a monster’s turn, roll a number of dice equal
              to its Speed. The result is the number of spaces that monster can move that turn. For
              groups of the same type of monster (Bats or Zombies, for instance), just roll once for the
              whole group. Each monster of that type can move that many spaces that turn.
              • Most monsters can’t be killed. If a monster would take any damage, it is stunned and
              misses its next turn. When a monster is stunned, its token will be flipped over to the side with the
              “S.” At the end of the monster’s next turn, flip it back. Stunned monsters can’t slow an
              explorer’s movement. Even if a haunt says to do something other than stun monsters
              when they take damage, they can still be stunned by effects that specifically
              stun monsters.
              • Like explorers, a monster can attack only once during its turn. Monsters often use
              traits other than Might to attack. They can’t make any of the special attacks listed on
              page 13 (unless a haunt says otherwise).

              Like the traitor, monsters can ignore any harmful text on a room tile. A monster still
              slides to the Basement Landing when it moves onto the Coal Chute. It can pass through
              the Revolving Wall without rolling. Monsters can freely move up or down from the Coal
              Chute and Collapsed Room, and they can climb up to the Gallery. However, monsters
              cannot benefit from text on a room tile that increases a trait (such as the Larder or
              Gymnasium).
              • Monsters can use the special movement options described on cards (such as the
              Secret Stairs and Secret Passage).
              • Monsters can’t explore new rooms.
              • Monsters can’t carry items (unless the haunt says otherwise). If a monster that
              is allowed to carry items is stunned, it drops all items; place an Item Pile token in
              the room. The monster can’t pick up the items until it has a turn in which it is no
              longer stunned.
              • If a monster gets stuck in the basement with no way to reach the heroes, on the traitor’s
              turn that player may search the room tiles for the Stairs From Basement tile and place
              it next to any open basement doorway. (Shuffle the room stack afterward.) This rule
              doesn’t apply if the haunt allows monsters to explore new rooms.

              Winning the Game
              The first side (the traitor or the heroes) that completes its goals for the haunt wins
              the game. A haunt’s goal is described under “You Win When . . .” and doesn’t necessarily
              require killing the traitor or heroes.
              At least one hero must survive for the heroes to win. However, some haunts’ goals allow
              the traitor to win the game even after he or she dies. For instance, the monsters that player
              controls might be able to win without the traitor’s help.
              When one side completes its goals for the haunt, the "If You Win" section will be given.


              The Characters
              Spoiler:

              Each character has a second variation. When picking a character only one variation is picked.
              Darrin "Flash"Williams and Ox Bellows

              Ox Bellows
              Starting Stats:
              Speed: 4
              Might: 5
              Sanity: 3
              Knowledge: 3


              Darrin "Flash" Williams
              Starting Stats:
              Speed: 6
              Might: 3
              Sanity: 3
              Knowledge: 3


              Heather Granville and Jenny LeClerc

              Heather Granville
              Starting Stats:
              Speed: 4
              Might: 3
              Sanity: 3
              Knowledge: 5


              Jenny LeClerc
              Starting Stats:
              Speed: 4
              Might: 4
              Sanity: 4
              Knowledge: 3


              Zoe Ingstrom and Missy Dubourde

              Zoe Ingstrom
              Starting Stats:
              Speed: 4
              Might: 3
              Sanity: 5
              Knowledge: 3


              Missy Dubourde
              Starting Stats:
              Speed: 5
              Might: 3
              Sanity: 3
              Knowledge: 4


              Professor Longfellow and Father Rhinehardt

              Professor Longfellow
              Starting Stats:
              Speed: 4
              Might: 3
              Sanity: 3
              Knowledge: 5


              Father Rhinehardt
              Starting Stats:
              Speed: 3
              Might: 2
              Sanity: 6
              Knowledge: 4


              Madame Zostra and Vivian Lopez

              Madame Zostra
              Starting Stats:
              Speed: 3
              Might: 4
              Sanity: 4
              Knowledge: 4


              Vivian Lopez
              Starting Stats:
              Speed: 4
              Might: 2
              Sanity: 4
              Knowledge: 5



              Peter Akimoto and Brandon Jaspers

              Peter Akimoto
              Starting Stats:
              Speed: 4
              Might: 3
              Sanity: 4
              Knowledge: 4


              Brandon Jaspers
              Starting Stats:
              Speed: 4
              Might: 4
              Sanity: 4
              Knowledge: 3





              Info and rules:
              • You cannot discuss anything game related outside the thread and discord servers.
              • If no action is given then your turn ends.
              • You may post and discuss with other players on the forums. You may not give any action info.
              • Actions will be sent to me on Discord DM
              • There will be 24 hours for a turn to happen.
              • There will be 48 hours to plan a strategy after the Traitor is revealed.
              • If there are any questions you can ask me on Discord.
              __________________
              "Even in a book of lies sometimes you find truth. There is indeed a season for all things and now that I see you flesh-to-flesh and blood-to-blood I know I cannot raise my hand against you. But know this, you are my greatest disappointment. Does your master hear me? Atlas! You can kill me, but you will never have my city. My strength is not in steel and fire, that is what the parasites will never understand. A season for all things! A time to live and a time to die, a time to build... and a time to destroy!”
              Reply With Quote
                #9    
              Old August 28th, 2017 (2:11 PM).
              metroid711's Avatar
              metroid711 metroid711 is online now
              Thumbs up~
                 
                Join Date: Jul 2017
                Location: Arkansas
                Gender: Male
                Nature: Calm
                Posts: 876
                TL;Dr?
                i dont understand that term sorry
                __________________
                "Even in a book of lies sometimes you find truth. There is indeed a season for all things and now that I see you flesh-to-flesh and blood-to-blood I know I cannot raise my hand against you. But know this, you are my greatest disappointment. Does your master hear me? Atlas! You can kill me, but you will never have my city. My strength is not in steel and fire, that is what the parasites will never understand. A season for all things! A time to live and a time to die, a time to build... and a time to destroy!”
                Reply With Quote
                  #10    
                Old August 28th, 2017 (2:21 PM).
                metroid711's Avatar
                metroid711 metroid711 is online now
                Thumbs up~
                   
                  Join Date: Jul 2017
                  Location: Arkansas
                  Gender: Male
                  Nature: Calm
                  Posts: 876
                  ah
                  Yeah i could do that i guess
                  __________________
                  "Even in a book of lies sometimes you find truth. There is indeed a season for all things and now that I see you flesh-to-flesh and blood-to-blood I know I cannot raise my hand against you. But know this, you are my greatest disappointment. Does your master hear me? Atlas! You can kill me, but you will never have my city. My strength is not in steel and fire, that is what the parasites will never understand. A season for all things! A time to live and a time to die, a time to build... and a time to destroy!”
                  Reply With Quote
                    #11    
                  Old August 28th, 2017 (2:22 PM).
                  metroid711's Avatar
                  metroid711 metroid711 is online now
                  Thumbs up~
                     
                    Join Date: Jul 2017
                    Location: Arkansas
                    Gender: Male
                    Nature: Calm
                    Posts: 876
                    I will keep all i have now. I will add a shortened version above it in case people dont want to bother reading all of it.
                    __________________
                    "Even in a book of lies sometimes you find truth. There is indeed a season for all things and now that I see you flesh-to-flesh and blood-to-blood I know I cannot raise my hand against you. But know this, you are my greatest disappointment. Does your master hear me? Atlas! You can kill me, but you will never have my city. My strength is not in steel and fire, that is what the parasites will never understand. A season for all things! A time to live and a time to die, a time to build... and a time to destroy!”
                    Reply With Quote
                      #12    
                    Old August 28th, 2017 (2:39 PM).
                    Ninjorf's Avatar
                    Ninjorf Ninjorf is offline
                    Friendo
                       
                      Join Date: Sep 2016
                      Location: Chicago
                      Age: 28
                      Gender: Male
                      Nature: Adamant
                      Posts: 119
                      That is a fuuuuun game and available on Tabletop Simulator on Steam.
                      __________________

                      Name: Van
                      Adopt one yourself! @Pokémon Orphanage
                      Reply With Quote
                        #13    
                      Old August 28th, 2017 (2:42 PM).
                      metroid711's Avatar
                      metroid711 metroid711 is online now
                      Thumbs up~
                         
                        Join Date: Jul 2017
                        Location: Arkansas
                        Gender: Male
                        Nature: Calm
                        Posts: 876
                        yeah it is.
                        I have to summarize it first though.
                        __________________
                        "Even in a book of lies sometimes you find truth. There is indeed a season for all things and now that I see you flesh-to-flesh and blood-to-blood I know I cannot raise my hand against you. But know this, you are my greatest disappointment. Does your master hear me? Atlas! You can kill me, but you will never have my city. My strength is not in steel and fire, that is what the parasites will never understand. A season for all things! A time to live and a time to die, a time to build... and a time to destroy!”
                        Reply With Quote
                          #14    
                        Old August 28th, 2017 (2:43 PM).
                        metroid711's Avatar
                        metroid711 metroid711 is online now
                        Thumbs up~
                           
                          Join Date: Jul 2017
                          Location: Arkansas
                          Gender: Male
                          Nature: Calm
                          Posts: 876
                          Spoiler:
                          Betrayal is played in two phases, exploration and haunt. In the first phase, players attempt to equip themselves; teams and win conditions are revealed in the haunt.

                          Place the main hall, upper landing and basement landing tiles. Select a character and place it by the entrance. The character whose birthday is next goes first. Starting statistics are green.
                          ———————————————————————————————————————————————————————————
                          On your turn, move a number of squares up to your speed. If you pass through a door that does not have a room tile attached to it, do the following:
                          -Draw a new tile according to your floor.
                          -Place the tile so as many doors as possible are touching existing doors or nothing.
                          -Place your piece in the room, if there is a symbol on the tile draw a card according to the symbol.

                          Drawing a card, ends your movement. You do not draw a card when you move into an existing room.
                          ———————————————————————————————————————————————————————————
                          Various cards will reference skill challenges, you roll dice equal to your score in the specified stat. Strength and Speed are Physical, Intellect and Sanity are Mental; if referenced you may choose which mental or physical stat to affect.

                          If you take damage, move your slider in that specified stat down a number of ticks equal to that number. The slider cannot move to the skull until after the haunt begins, if a slider reaches the skull after the haunt begins the player is killed and removed from the game. Things they have are left in the room and may be picked up by others.
                          ———————————————————————————————————————————————————————————
                          When you draw an omen card, make a haunt roll of 6 dice. If you roll less than the number of omen cards that have been drawn, the haunt begins.

                          The haunt and traitor depend on the omen and room that started it, see graph in Traitor’s tome. The non-traitors read the scenario in Secrets of Survival and the traitors read it in the traitors tomb. Each passage has special rules and a win condition for each team.

                          After the haunt begins, once per turn you may attack a monster or other player on your tile. Each participant makes a might check, and the player who rolls less, takes physical damage equal to the difference in the rolls. If a monster would take damage, it is stunned instead; turn it over, next turn it can take no action and is unstunned.

                          Traitors often control monsters. Each turn the traitor rolls dice equal to the monsters’ speed and may move each monster that many tiles. For monsters and players, to move out of a room it takes an extra move per opposing piece in the room. You may always move at least 1 square. The traitor and monsters ignore any bad text on room tiles, and may choose to not to activate an event card after reading it.


                          How's this rab?
                          __________________
                          "Even in a book of lies sometimes you find truth. There is indeed a season for all things and now that I see you flesh-to-flesh and blood-to-blood I know I cannot raise my hand against you. But know this, you are my greatest disappointment. Does your master hear me? Atlas! You can kill me, but you will never have my city. My strength is not in steel and fire, that is what the parasites will never understand. A season for all things! A time to live and a time to die, a time to build... and a time to destroy!”
                          Reply With Quote
                            #15    
                          Old August 29th, 2017 (5:17 AM).
                          metroid711's Avatar
                          metroid711 metroid711 is online now
                          Thumbs up~
                             
                            Join Date: Jul 2017
                            Location: Arkansas
                            Gender: Male
                            Nature: Calm
                            Posts: 876
                            Once a couple games are done im probably gonna send this game in
                            __________________
                            "Even in a book of lies sometimes you find truth. There is indeed a season for all things and now that I see you flesh-to-flesh and blood-to-blood I know I cannot raise my hand against you. But know this, you are my greatest disappointment. Does your master hear me? Atlas! You can kill me, but you will never have my city. My strength is not in steel and fire, that is what the parasites will never understand. A season for all things! A time to live and a time to die, a time to build... and a time to destroy!”
                            Reply With Quote
                            Reply

                            Quick Reply

                            Join the conversation!

                            Create an account to post a reply in this thread, participate in other discussions, and more!

                            Create a PokéCommunity Account

                            Sponsored Links
                            Thread Tools

                            Posting Rules
                            You may not post new threads
                            You may not post replies
                            You may not post attachments
                            You may not edit your posts

                            BB code is On
                            Smilies are On
                            [IMG] code is On
                            HTML code is Off

                            Forum Jump


                            All times are GMT -8. The time now is 5:24 PM.