Betrayal at House on the Hill
Explore a haunted mansion, uncovering rooms and omens, until the betrayal is triggered and one player turns traitor.
Drinking rules
Find each rule below.
Gameplay
10 rulesDiscovering a room
Whenever you discover a new room, take a sip of your drink.
GameplayDrawing an Omen
Whenever you draw an Omen card, take a number of sips equal to your Haunt roll.
GameplayThe Haunt begins
Whenever the Haunt starts, everyone finishes their drink.
GameplayCompleting an event
Whenever successfully completing a room’s event, give away 2 sips distributed among the other players as you see fit.
GameplayFailing an event
Whenever you fail an event, take 2 sips.
GameplayTaking damage
Each time you take Physical or Mental damage, take a sip.
GameplayA 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.
GameplayThe Traitor defeats a Hero
The Traitor takes a sip each time they defeat a Hero.
GameplayThe Traitor makes progress
Whenever the traitor advances their agenda or wins a combat, the Heroes take 1 sip each.
GameplayThe 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.
GameplayWhy 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.
Skip any rule you don’t want to use. Alcohol isn’t required.
