
Death generally occurs when any one of the player's character meters drops to the lowest position, but the Haunt may alter the rules on this. Damage here generally requires the players to move their stat meters down a number of steps depending on the combat results. In addition to Exploration, players may now attack the traitor or any other creatures they might control, and vice versa.


The exact goals for both the other players and the traitor differ for each possible Haunt neither side is forced to reveal any new abilities or victory goals, but they must explicitly state what moves they are doing in the game to the other players.Īfter the traitor rejoins the players, gameplay proceeds similar to the Exploration phase, except that all traitors play after the other players have moved. Some goals allow for the traitor to convert other players to traitors as well (such as turning players into fellow werewolves). Haunts are based on numerous horror tropes, such as zombies, cannibals, dragons, vampires, ghosts, etc. At this point, the player who is the traitor leaves the room they read through their specific Haunt goals and rules from one book, while the other players read their victory rules and conditions from a second book and discuss plans to deal with the traitor.

Once a player has triggered the Haunt phase, special tables in the game's rulebooks are used to determine which Haunt is used based on what room and Omen triggered the Haunt, and who the "traitor" is though often the traitor is the one who triggered the Haunt, it may be another player. Some room tiles have specific instructions that must be followed when moving through the room such as making a skill check to exit the room without taking damage. Otherwise, the player can continue to move through other rooms icons for cards on existing rooms are ignored. Unless otherwise specified, drawing a card and performing that action ends the player's turn. Omen cards also generally provide items, but come at a price - after drawing an Omen card, the player must roll six dice, and if this roll is lower than the number of Omen cards that have been drawn, the Haunt phase starts. Item cards provide equipment the player can use, drop, and trade with other players. Event cards often require the player to make a roll against one of their skills to avoid damage or gain benefits. If there is an Event, Item, or Omen icon on the newly placed tile, the player draws the respective card and follows its instructions. The tile is placed as best to match the current door layout of adjacent rooms. If the player moves through a door where no room has been placed, they draw a room tile from the stack until they draw one that matches the current floor they are on. On each turn, the player can move through a number of rooms equivalent to their current Speed. The "house" starts with a ground, upper, and basement floors placed on separate areas of the game table the ground and upper floors are immediately connected by a staircase, whereas the basement remains unconnected until certain room tiles, event cards or other actions allow a connection. At the start of the game, each player selects a character and sets the meters at the starting values. The game consists of two phases, the initial Exploration phase and the Haunt phase. The game also includes special dice which only have 0, 1, or 2 pips on each side. These are not linear losing a point of Might, for example, may not alter the actual value of Might but still brings the player one step closer to death. Each character plate has two possible characters that can be played though represented by the same token on the board the characters have 4 attributes that are used to track the character's current Might, Speed, Knowledge, and Sanity values with marked starting positions for each. Betrayal consists of a deck of room tiles (upper floor, ground floor, and basement) three sets of cards for Items, Events, and Omens six different character plates, and a number of tokens to represent the players and various monsters or items.
