BETRAYAL AT HOUSE ON THE HILL

OBJECT OF BETRAYAL AT HOUSE ON THE HILL: The object of House on the Hill is to survive and complete your goal to win.
NUMBER OF PLAYERS: 3 to 6 Players
MATERIALS: A rulebook, 2 haunt books (one for the traitors and survivors), 44 room tiles, 1 starting piece, 6 character miniatures, 6 double-sided character cards, 30 plastic markers, 8 dice, a damage and turn tracker, 13 omens, 22 items, 45 events, and 149 tokens.
TYPE OF GAME: Horror Themed Board Game
AUDIENCE: 12+
OVERVIEW OF BETRAYAL AT HOUSE ON THE HILL
Betrayal at House on the Hill, referred to as Betrayal from now on, is a horror game for 3 to 6 players. The goal of the game is to survive and complete your win condition. 온라인슬롯
The game is played in two parts. In the first half, players all work together to explore the house, collect relics and items, and become stronger. At some point, however, the haunt will be triggered starting the second half of the game. This usually entails a traitor amongst your midst who will have a separate win condition from the other players, and it will become a competition to see who can complete their objective first.
SETUP
To start each player will pick a character and place the plastic markers pointing at their starting strait number (marked in green). Then the starting board piece, the basement piece, and the upper floor piece should all be set out. The remaining floor pieces should be shuffled and create a facedown pile centrally to all players. Shuffle the event, item, and omen deck and place them near all players as well.
All player characters will be placed in the front of the starting title near the front door. The dice should be placed near to all players and the player whose character’s birthday is next, goes first.
GAMEPLAY
The game begins and proceeds clockwise from the first player. On a player’s turn, they may do all of the following once. A player may move, find a new room, use a card, attempt to roll dice, and attack (attacking can only be done once the haunting begins).
Moving
If choosing to move, you can move a total number of spaces equal to your current speed trait. You may also split up your movement to do actions in between but if you are made to draw a card for any reason, this ends your turn and your movement.
Finding Rooms
If finding a new room, you will move out of a doorway on a discovered tile and draw a new one for the floor you are currently on. Any tiles not of your floor will be discarded facedown. You may connect a room any way you wish as long as you do so logically. You may also not block in the floor, if your tile would do this if played discard and draw a new tile. When you connect the new tile, you move into that room.
Some rooms have text or symbols on them. The first person to enter and end their turn in that room will trigger it (some rooms can be triggered once by each player). This may mean following the text printed on the card, pulling a card, or both. If pulling cards, they are completed first as you might leave the room because of the card pulled.
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