BOARD GAME

Betrayal at House on the Hill

Explore a haunted mansion, uncovering rooms and omens, until the betrayal is triggered and one player turns traitor.

Players
3–6
Time
60 min
Complexity
Medium
Official rules
Official rules ↗
BoardSip rules

Drinking rules

Find each rule below.

Gameplay

10 rules
01

Discovering a room

Whenever you discover a new room, take a sip of your drink.

Gameplay
02

Drawing an Omen

Whenever you draw an Omen card, take a number of sips equal to your Haunt roll.

Gameplay
03

The Haunt begins

Whenever the Haunt starts, everyone finishes their drink.

Gameplay
04

Completing an event

Whenever successfully completing a room’s event, give away 2 sips distributed among the other players as you see fit.

Gameplay
05

Failing an event

Whenever you fail an event, take 2 sips.

Gameplay
06

Taking damage

Each time you take Physical or Mental damage, take a sip.

Gameplay
07

A character dies

Whenever a player's character dies, everyone takes a moment of silence and a shot in their honor. Unless you are the Traitor.

Gameplay
08

The Traitor defeats a Hero

The Traitor takes a sip each time they defeat a Hero.

Gameplay
09

The Traitor makes progress

Whenever the traitor advances their agenda or wins a combat, the Heroes take 1 sip each.

Gameplay
10

The final showdown

If the Heroes win the game, the Traitor rolls up to three dice (you decide as a group) and takes a number of shots equal to the number of eyes shown on the dice. If the Traitor wins, all Heroes do the same.

Gameplay

Why it works

Exploring the house gives you events, Omens and failed rolls to react to together. When the Haunt starts, the drinking rules follow the split between the Heroes and the Traitor.

Your table, your pace.
Skip any rule you don’t want to use. Alcohol isn’t required.
BoardSip

Drinking rules for the games you already play.

Your table, your pace.
Skip any rule you don’t want to use. Alcohol isn’t required.