Betrayal at House on the Hill
Designed by Bruce Glassco
Drinking rules
General:
- Whenever you discover a new room, take a sip of your drink.
- Whenever you draw an Omen card, take a number of sips equal to your Haunt roll.
- Whenever the Haunt starts, everyone finishes their drink.
- Whenever successfully completing a room’s event, give away 2 sips distributed among the other players as you see fit.
- Whenever you fail an event, take 2 sips.
- Each time you take Physical or Mental damage, take a sip.
- Whenever a player’s character dies, everyone takes a moment of silence and a shot in their honor. Unless you are the Traitor.
- The Traitor takes a sip each time they defeat a Hero.
- Whenever the traitor advances their agenda or wins a combat, the Heroes take 1 sip each.
- 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.
Why it’s a good drinking game:
“Betrayal at House on the Hill” combines exploration, strategy, and the thrill of the unknown with a spooky narrative, making it perfect for a drinking game. The rules encourage social interaction, suspense, and celebration or commiseration based on the unfolding story, enhancing the game’s inherent drama and excitement.
