Together at House on the Hill
Three Fully Cooperative Haunts
All normal rules are in force unless otherwise noted.
When the Haunt begins, instead of following the normal rules, roll one die and play the resulting Haunt.
As with usual Haunt rules, the Traitor turn happens last. In this case, the Traitor turn will be the game/house acting against the players. Begin the haunt with first player, play turns to the last player, then follow the instructions for the traitor turn, before beginning again with the first player.
0: The Diabolical Labyrinth: Page 1
1: Doppelgängers: Page 3
2: To Another Dimension: Page 5
Haunt 0: The Diabolical Labyrinth
[As you pass through the doorway, you hear a creak. You look over your shoulder: The room behind you is spinning slowly from view, the doorway subsumed by a stony wall. You dive for the opening, but it closes too quickly, and you pull back lest the gears and stonework crush you to death. You look ahead. What will happen when you pass through the next doorway?]
What you took to be a haunted house is actually a clockwork labyrinth, designed to confuse and trap unwitting explorers like yourselves! You must escape!
NOTE: This haunt was written before the release of Widow’s Walk. As such, it does not take Dumbwaiters into account. I suggest “deactivating” the dumbwaiter mechanic for the entirety of this haunt, but I have yet to test this haunt with dumbwaiters active.
Place all heroes currently in the Basement into a room with any other hero on the Ground or Upper floor. You may not place them into the Upper Landing, Grand Staircase, Foyer, or Entrance Hall. If there are no allowable rooms, place these heroes in any other room not in the basement. Remove, either from the house or from the room tile stack, the Catacombs, Chasm, Underground Lake, and Pentagram Chamber. If removing these tiles isolates any Basement rooms, place those tiles back in the main room stack at random. Place these 4 removed tiles in a mini-room-tile-stack, ordered, from bottom to top: Pentagram Chamber, Chasm, Underground Lake, Catacombs. If any player has the Skeleton Key or the Plans, they must discard them now. If they do, they may draw 1 Item for each card discarded. If no one has the Book, find it in the Omen stack and give it to the Haunt Revealer. Give each player 1 Knowledge Roll token. These are "keys." See below.
You Win If:
All Heroes escape the house via the escape hatch.
On the Traitor Turn:
There is no Traitor Turn. The Labyrinth will act during players' turns.
Throughout this haunt, whenever a Hero leaves a room, they must roll a die. Based on the result, the room they are LEAVING rotates:
0: 90 degrees clockwise.
1: 90 degrees counterclockwise.
2: 180 degrees.
Pick up the room tile, rotate it, and re-place it in the house.
A few rooms are NOT affected by this mechanic. When leaving these rooms, DO NOT roll or rotate: Entrance Hall, Foyer, Grand Staircase, Stairs from Basement, Mystic Elevator, any room with 4 doors. If doors are opened or closed by this mechanic, treat those doors as normal; that is, if two doors that were aligned are now not aligned, Heroes cannot move through those doorways; if doors that were not aligned are now aligned, Heroes CAN move through these newly opened doorways. If the movement of the rooms interrupts the Wall Switch, discard that token from the game.
Smash Through A Wall:
Any Hero may attempt to smash through any wall that does not have a door in it. Make a Might roll:
0-5: You do not succeed. Take 1 die of Physical damage.
6+: You succeed! Take 1 point of Physical damage.
Place a pentagonal token against this wall. This token stays on this wall throughout the game. Treat it as a door. If a smashed-through token aligns with a door or another smashed-through token, Heroes may move through this opening following all normal movement rules, including Labyrinth rules.
You may use the Axe or Spear to assist you in this task, or, in lieu of making a might roll, you may use the Dynamite to blow up the wall: Make a Speed roll. On a 5+, you succeed. On a 0-4 you fail. For both results, discard the Dynamite card. No Heroes take damage from the Dynamite in this haunt.
Each Hero has a key that, if used correctly, can interrupt the workings of the Labyrinth. These Keys are considered to be Items, and can be passed between players using normal rules. When leaving a room, any Hero can attempt to use a Key. That hero, BEFORE rolling for the Labyrinth (see above) makes a Knowledge roll.
0-4: The key does not work. Discard the Knowledge Roll token. The Hero must move out of the room and roll for the Labyrinth.
5+: The key works! Place the Knowledge Roll token in the doorway between these two rooms. These two rooms cannot rotate for the rest of the game. The Hero may then move out of the room.
The Escape Hatch:
The front door (out of the Entrance Hall) has been sealed. The only way out is down! The first player to pass through an unexplored door in the Basement while holding the Book must draw the top tile of the mini-tile-stack set up at the start of the Haunt. These 4 tiles are the secret escape hatch built in by the Labyrinth's designer, whose location was revealed in the Book. These tiles do not rotate (though the tile that the heroes leave in order to enter the hatch DOES rotate). You may place tokens on these tiles to remind you of this if you wish. Reduce the Sanity Roll necessary to cross the Catacombs to 4+. Once in the Pentagram Chamber, any Hero may attempt to escape the house by making the roll described on the tile. Success on this roll means that your hero has escaped!
Throughout this haunt, ignore the rules that prevent you from sealing off a floor. Heroes may continue to explore the house during this haunt, though they must follow Labyrinth rules every time they leave a room. This may lead to players becoming trapped in a room or block of rooms. If a hero is trapped, other Heroes may wish to use Keys and/or smash through walls to rescue her/him. If all players agree that a Hero cannot escape no matter what heroics are attempted, reduce that Hero's sanity to the skull symbol. The game ends, and all Heroes lose.
If you win: [The house creaks and clanks behind you. You and your comrades shiver as you look back at it. Who built it, you wonder, and has this evil genius built other, more effective traps in other abandoned houses? You do not want to know, and you decide that you will never try to find out]. You win!
If you lose: [From outside the house, you can hear the crazed screams of your trapped comrades. You thought that be escaping, you would be free, but you realize now that their screams will slowly drive you mad. You can feel it starting already. You cackle, and burrow back into the house via the tunnel]. You lose!
Haunt 1: Doppelgängers
[The mirror in the room shimmers. As you glance at the movement, your reflection shimmers too. It was nothing, you think. Then, in the Entrance Hall, you hear voices. The voices of your fellow explorers, and… your own voice. Note perfect, word for word. You look back at the mirror, but your reflection is missing.]
The Doppelgänger of every hero has entered the house, each seeking to destroy the heroes and take over their lives… forever.
Find the small monster tokens whose color matches each hero in this game (if playing with Widow's Walk, use the hero tokens that match each player):
Peter/Brandon: Green: Tentacle
Missy/Zoe: Yellow: Clawed Hand
Vivian/Zostra: Blue: Zombie
Flash/Ox: Red: Fanged Face
Jenny/Heather: Purple: Hooded Figure
Longfellow/Rhinehardt: White: Blob (orange) OR Kali (pink). There are no white monsters, so use whichever remaining color of monster makes most sense to your group.
Place one token matching each hero into the Entryway. These are the Doppelgängers, each corresponding to one hero (its Double). Keep more of these tokens available.
You Win If: Heroes hold a majority in the group escaping the House
Each Doppelgänger has the STARTING (green on the character card) stats of the hero with whom it corresponds, with 2 dice added to its Might while attacking. For the purposes of movement, all Doppelgängers have a speed of 2 (see below), though for other purposes (dodging Revolver & Dynamite) their speed is unchanged. Doppelgängers' stats do not change throughout the game, so it is unnecessary to mark them. Doppelgängers ARE Monsters, and impede movement per usual rules.
On The Traitor Turn:
After the last player's turn, before the first player's turn, each player should roll and move for her/his own Doppelgänger. Take all Doppelgänger turns in normal turn order, then return to turn order with the first player's Hero turn. On its turn, each Doppelgänger rolls two dice and moves the resulting number of rooms towards its double. The controlling player may decides what entails "towards" if there is a discrepancy, but the doppelgänger must take the most direct route using stairs, passageways, special rooms, etc. Doppelgängers cannot use the Mystic Elevator. A Doppelgänger stops moving…
1) …If it moves into or starts in a room with its Double, regardless of who else is there. It then makes a might attack against its Double.
2) …If it moves into (but NOT starts in) a room with any hero(es) OTHER than its double. It then attempts to confuse that Hero/Heroes.
2) …When it has moved the allowed number of spaces.
Resolve these conditions in order. Doppelgängers never attack heroes who are not their Double.
If a Doppelgänger is in a room with BOTH its Double and another non-Double hero or heroes, it will NOT attempt to confuse anyone, and will only attack its Double.
If a Doppelgänger moves into a room with any hero or heroes OTHER THAN its Double, it stops and makes a Knowledge roll in an attempt to confuse the Heroes into believing that it is the true hero. Each Hero in the room must make a knowledge roll.
Hero roll > Doppelganger roll: No effect.
Doppelganger roll > or = Hero roll: That player takes a matching monster token and places it in front of her/himself. That player may not attack that Doppelgänger while s/he holds a matching token.
A Hero may become confused by multiple Doppelgängers, but not by her/his own Doppelgänger.
Once per turn, any hero in the same room as another hero may attempt to Enlighten that hero, and remove the Confused token. You may not attempt to remove a Confused token that matches a Confused token in your possession. To make an attempt, the player whose turn it is makes a Sanity roll against the other player. If this roll succeeds (i.e., the attempting player rolls higher than the confused player), remove the token. If this roll fails, add a Confused token of the same color to the attempting hero.
Doppelgängers do not take damage from normal attacks. Only the Doppelganger's Double may stun the Doppelgänger. When a hero could make a Might attack against her/his OWN Doppelgänger, s/he may instead attempt to stun the Doppelgänger by matching wits with it (Knowledge roll) or confusing it about its own identity (Sanity roll). If the Hero rolls higher than the Doppelgänger, the Doppelgänger is Stunned. If the Hero fails, nothing happens.
A hero may not kill her/his own Doppelgänger. Only a Stunned Doppelgänger can be killed. Any player other than the Doppelganger's Double may make a Might attack following normal rules (or may use the Revolver or Dynamite) against a Stunned Doppelgänger. Though the Doppelgänger is stunned, it resists the attack following normal (non-stunned) attack rules. If the attack succeeds, the Doppelgänger is killed! Remove its token, and any corresponding Confused tokens, from play.
If a Hero Dies before its Doppelgänger:
That Doppelgänger has successfully taken on the identity of the dead hero. Every other Hero takes a Confused token of that Doppelgänger's color. These tokens cannot be removed. Move the successful Doppelgänger token to the entrance hall immediately, where it waits to leave the house with the other explorers. It does not take turns.
When Does The Game End?
When the total number of characters (Doppelgängers + Heroes) in the house is equal to the number of heroes who entered the house, the game ends, and all surviving characters immediately leave the house.
If ALL HEROES survived: [You and your comrades have faced existential terror, and, miracle of miracles, you have ALL bested your evil halves. You leave the house triumphant, knowing that these are the same adventurers you entered with. Yet the shadow of a doubt begins at the back of your mind: Are they really all who they were when they entered?] You win!
If MORE THAN HALF OF HEROES survived: [You all came in together, and you'll all go out together. The same number as when you entered this cursed house. You know that you are still you, but some of your comrades seem changed -- a malevolence seeps into their cheery laughter. Then the laughter itself turns chilling. Not everyone leaving the house is who they seem to be, you are sure of it now. Which of your comrades is truly your comrade…you may never know!] You win! But at what cost?
If HALF OR FEWER HEROES survived: [No one can stop you now. Having bested your lesser Doubles in combat, you and your fellow Doppelgängers will take over their fully formed lives, and then who knows? With enough time and convincing, perhaps everyone in this little town will become changed, allowing you to bring more and more Doppelgängers over from the other side. Defeating those heroes was invigorating, but the world awaits…] You lose!
Haunt 2: To Another Dimension
[A flash of light. The unearthly sound of thousands of voices. You are knocked to the floor, and when you arise, you feel a hot wind drawing you backwards. You hear the tearing of wood and metal join the uncanny sounds. Another world is waiting for you!]
The explorers have unwittingly opened a group of portals to another dimension. Without quick action, the entire house and everyone in it will be drawn into this hellish world!
Find a number of small monster tokens (of the same type) equal to the number of players plus one. Note the tiny numbers on these tokens -- you'll be looking for the HIGHEST value during this haunt (write down the highest value so you remember which one it is!). It doesn't matter if these numbers are consecutive, just that they are all the same color. Flip all of these tokens to the "stunned" side and shuffle them so that no one knows which number is where. These are the Portals, and the highest value Portal is the Primary Portal.
Place one of these tokens into each of the following rooms in this order. If a room is not in the house, skip it and place a token in the next room:
Crypt, Attic, Graveyard, Servants' Quarters, Abandoned Room, Junk Room, Charred Room.
If there are not enough revealed rooms to host the required number of tokens (i.e., you need to place 4 tokens, but only 3 of these rooms are revealed), set aside the tokens and place them into these rooms as they are revealed. Find any rooms from this list that are NOT in the house and place them at the top of the stack in no particular order.
You win if:
You close the primary portal before any Heroes are sucked into the other dimension.
On The Traitor Turn:
Remove one room tile from the house for every portal in the house. Discard these tiles from play, NOT to the regular tile discard pile. These rooms have been sucked into another dimension, and will not return. Players decide together which tiles get discarded. Portals are NOT monsters, and do not impede movement in the way that monsters do.
If a Hero ends her/his turn in a room with a portal, that Hero must make a Might roll.
0-3: You are sucked into the portal! The game ends in a loss.
4+: You resist the portal's pull! Move one space, ignoring special text limiting exit from this tile.
If any Hero is in a room when that room is drawn into the other dimension (discarded), that Hero is sucked into the other dimension, and the Heroes lose the game.
When a Hero starts a turn in or enters a room with a "stunned monster" token (a.k.a., a hidden portal), that Hero may make one Knowledge roll per turn to learn whether it is the primary portal:
0-3: You do not ascertain the portal's identity. Do not flip the token. Lose 1 from a Physical trait.
4+: You ascertain the portal's identity! Flip the token!
Closing Secondary Portals:
When a Hero starts a turn in or enters a room with "non-stunned monster" token (a.k.a., a revealed portal) that is NOT the primary Portal (i.e., does not have the highest value), that Hero may make one Sanity roll per turn to attempt to close the portal:
0-3: You do not close the portal. Lose 1 from a Mental trait.
4+: You close the portal! Remove the token from the house.
Closing secondary portals will slow the rate at which the house is drawn into the other dimension.
Closing the Primary Portal:
To close the Primary Portal, the Heroes as a group must make a roll of 4+ on EACH of the 4 traits. Each hero may attempt one trait roll per turn when they are in the same room as the primary portal. There is no penalty for failing one of these rolls. When a player succeeds on one of these rolls, place a trait-roll token indicating that trait in the room. Once all 4 trait rolls have succeeded, the portal closes, and players win!
If you win: [The earsplitting sound almost splits your head in two, but it stops as quickly as it started. The hot wind subsides. The eerie light fades. You look out through the holes in the walls where nails and board hang into the air. You've stopped the other dimension from devouring the house, and maybe even the world. But how did the portals open in the first place? You look at your comrades, not all of whom seem entirely pleased that the world has been saved…] You win!
If you lose: [You've lost your fellow explorer to the other dimension! As you kneel to grieve, you hear a new voice, an almost human voice: "I've gone to the other side, and now you will all join me!" The wind throws you against the wall, and pushes you towards to shining portal. Your fingernails scrape the floor as you struggle to escape, but the portal, fueled by your fallen comrade's rage, is too strong.] You lose!
Betrayal at House on the Hill is the sole property of Avalon Hill games.
These scenarios designed & written by Greg Loring-Albright / firstname.lastname@example.org / @gregisonthego
Please credit authorship when used. Not for commercial use or sale.
V1.1: Includes notes for integrating Widow's Walk components. Does not require Widow's Walk to play. Page