Guillotines (Hidden Traitor)

Guillotines is haunt 34. **This haunt has a hidden traitor.**

> *"Your head starts spinning. Gradually, you lose consciousness.*
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> *You awaken. How long has it been? As you struggle to your feet you hear a recorded voice.*
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> *"Hello. You don't know me, but I know you. I want to play a game. The door to this mansion will open in an hour, but none of you will be alive by then unless you're good at finding things.*
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> *"You will note that you each have a steel collar attached to your neck. This collar contains a blade held in place by a powerful spring. When a timer attached to one of these devices goes off, the wearer will end up considerably shorter.*
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> *"Keys have been hidden throughout the house. it takes two keys to unlock each collar. Once you've unlocked them, you'll be free to go. Of course, some keys might be in rather inaccessible locations.*
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> *"Let the games begin."*
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## What the Traitor Hears

> *"All the other people in this house were witnesses to your mother's traffic accident. Her car caught fire, but they were too afraid to drag out her unconscious body before the fuel tank exploded. Now you have a chance for revenge. Your collar doesn't work, but the others don't need to know that. Will they have the courage to help you the way they didn't help her?"*
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## Right Now

* Place pentagonal item tokens (representing Keys) in the following rooms, now or when they are discovered: Attic, Catacombs, Chasm, Collapsed Room, Crypt, Furnace Room, Gallery, Junk Room, Operating Laboratory, Pentagram Chamber, Tower, and Vault.
* Take red monster tokens, numbered from 1 up to the number of players. Mix the tokens up and deal one face down to each player (with the number hidden). The token with the red token numbered 1 is the traitor.
* Take purple monster tokens (in the Secrets of Survival it also says to use pentagonal item tokens, but the creator of this haunt, Bruce Glassco, confirmed that before the editing process it was purple monster tokens) numbered from 1 to up to the number of players should be handed out to players at random and should be kept face up. These are to show when the threat of getting decapitated comes into play (as later explained in the 'You Must Do This' section.
* Set up the Turn/Damage track with a plastic clip at 0 if there are four or fewer players, or at 1 if there are five or six players. You'll use this to keep track of time.

## What You Know About the Bad Guys

This haunt uses the hidden traitor rules where the hidden traitor has all the powers of a normal traitor, and can reveal themselves at any time to prevent the effect or damage using normal traitor rules.

* When an explorer dies the player turns over their token to reveal their identity. No player except for the traitor may reveal their fake down token but you can say what you are, although nobody will really believe you.

* The explorers may attack each other, although the heroes won't benefit from it unless it's the traitor they're attacking.

* Everyone can only converse at the table where everyone can see them and may not have side conversations elsewhere.

Someone has locked you in a collar with a ticking timer, which is likely to decapitate you soon. As if that's not bad enough, one of your companions thinks you'd be better off headless.

### Traitor

The traitor must reveal themselves if they would get killed by their collar. Before that, they can collect or trade keys as they wish.

## You Win When…

All the collars are removed and at least half the heroes (rounded up) are still alive. If more than half the heroes are killed, the traitor wins.

A collar is removed when it is unlocked or detonates. A collar also counts as removed if it's wearer was killed by other means, or if it's on a dead or revealed traitor.

## How to Unlock a Collar

* You can take a Key token from a room after you have drawn and acted on any cards required by the room; taking a Key is not mandatory. The chart below shows the actions you must take to get a Key.
* You can't move after finding a Key, but you can attempt to use it or give it to another explorer. Each Key can only be used once to unlock a collar. Discard that token afterward.
* If you are carrying at least two Key tokens, you can announce you are unlocking your own or the collar of anyone else in the same room. (Remember though, that an explorer can't be traded a key and then use it to unlock his collar in the same turn.)
* Keys can't be used to unlock the collar of a decapitated explorer (as you wouldn't need to as dead explorers' collars count as unlocked).

 Gallery
 Collapsed Room
 Vault
 Catacombs, Chasm, Tower
 Attic, Junk Room, Pentagram Chamber
 Operating Labratory

## You Must Do This…

… at the end of each of the haunt revealers turns. Advance the Turn/Damage tracker by 1, then every explorer with a purple monster token whose number is equal to or less than the current turn number must roll 3 dice. If the result is less than the current turn number, that explorer is immediately killed.

### e.g

In a four player game, if Professor Longfellow and Zoe Ingstrom have the item tokens numbered 1 and 2, then after two turns both of their players have to roll 3 dice and on a result of 0 or 1, that explorer dies.

## If the Heroes Win…

> *"As the last collar is released, the doors to the mansion open and you feel a cool breeze blowing through the hall. But who did this, and why? If enough people enjoy grisly torture, perhaps there'll even be a sequel or five…"*
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## If the Traitor Wins…

> *"As you look as the headless bodies of all the people who left your mother to die, you feel as if you've learned a valuable lesson about life. Whoever did this must be some kind of profound moral teacher, and you feel the urge to follow in his or her footsteps. Either that, or you're both going nuts. Who can say?"*
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