recursal/Fanatic-Fandom huggingface dataset:
United We Stand (Traitor)

United We Stand is Haunt 18. **This page is for the Traitor.**

> *"At first, the pain is agonizing, but soon enough, it gives clarity—and understanding. The flesh is weak . . . but it can be molded, just like wax. The more malleable the wax becomes, the stronger you grow. Your flesh is flowing. Now all you need is more flesh. A lot more flesh.”*
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## Right Now

* Your explorer is still in the game but has turned traitor.
* Take the Turn/Damage track and two plastic clips. Set one along the top to 5, representing your new Might. Set the other along the bottom to the number of explorers + 1, representing your new Speed. Your mental traits remain unchanged.

## What You Know About the Heroes

They want to kill you by melting your glorious flesh. They also want to escape by leaving through the front door. You can pull them back in with your enormous strength.

## You Win When...

…you kill at least two of the heroes to absorb them and gain strength, then escape through the front door. Alternatively, you win if all but one of the heroes are dead (no one will believe his or her wild story).

## Special Movement Rule

Roll a number of dice equal to your Speed to determine your movement each turn, instead of your normal movement. You can always move at least 1 space no matter what you roll.

## Special Attack Rules

* You take no damage from physical attacks; your flesh is too strong.
* A hero using the Ring can attack you with Sanity. If the hero defeats you, he or she can move you in any direction as many spaces as the difference in die rolls instead of inflicting damage. If the Dynamite explodes in your room, you are stunned for one turn.
* If any heroes escape from the house, you can attempt to pull them back in. You must be in the Entrance Hall, a room with an outside-facing window (Grand Staircase, Master Bedroom, Bedroom, Chapel, and Dining Room), or a room that is open to the outside (Conservatory, Entrance Hall, Gardens, Graveyard, Patio, Tower, and Balcony). Make a Might roll against the Might of the strongest hero outside the house. That hero adds 1 to the roll for each other hero who is also outside. If you roll higher, you pull a hero of your choice back into the house and can then attack him or her normally (place the hero in your room). You can do this multiple times during a turn until you fail an attack.
* If you kill a hero, you absorb him or her into your body. Increase your Might by 1 and reduce your Speed by 1.

## If You Win

> *Flesh, flesh, glorious flesh! It bubbles and streams and swells over your every muscle and pore, growing larger and thicker, absorbing more and more victims! Will it stop? Can it stop? You don’t know, and you don’t care anymore. There is only flesh.*
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VOLTA ÀS AULAS!

**VOLTA ÀS AULAS!** é o Sextoagésimo nono episódio da série.

## Resumo do Episódio

Pac e Mike são chamados para dar aula porque um professor não foi então Pac e Mike foram substitutos mas Gutin vai no banheiro e não consegue sair então Pac e Mike foram acha-lo mas o diretor viram ele fora de aula.

## Personagens

* Pactw
* Mikethelink
* Gutin
* Jorjão
Pay the Piper (Heroes)

Pay the Piper is Haunt 26. **This page is for the Heroes.**

> *"Those damned noises! You pound your hand against the wall, and the* skitter, scritch, scratch *instantly ceases. “You see?” you tell your friends. “Vermin infest the walls. Insects, maybe, or rats.” Seconds later the* skitter, scritch, scratch *begins anew, louder than before. That must be some infestation! One of your fellow explorers listens to the sounds with an expression of joy so extreme it almost seems like pain. Your friend’s gaze finds yours. You never noticed before how ratlike your friend looks. Your traitorous companion says one word in a horribly high voice, one you’ve never heard used before: “Feed!” Small bodies flood from under the baseboards! Rats! Swarms and swarms of rats! It’s you or them. ”*
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## Right Now

Before the traitor places Rat tokens in the house, put any explorer who is in the Pentagram Chamber in a room adjacent to it instead. That room doesn’t need to have a connecting door.

## What You Know About the Bad Guys

The traitor is performing a wicked rat-thing ritual in the Pentagram Chamber. You can stop the ritual only by quickly killing every Rat in the house. Watch out for swarms of Rats attacking together.

## You Win When...

…you destroy all the Rats or you kill the traitor before he or she gets to the Pentagram Chamber.

## Special Attack Rules

* If you inflict damage against a single Rat, you kill it.
* The heroes can’t affect the traitor in any way while he or she is in the Pentagram Chamber. Neither the Rats nor the heroes can enter the Pentagram Chamber.

## If You Win

> *Rat bites bleed on your arms, legs, and scalp. The vermin nearly overwhelmed you. You can still feel their tiny, warm, furry, jostling bodies, all straining to scratch, bite, and swarm. But the swarms are dead at last. You hope you’re finally safe.*
> *. . .* skitter, scritch, scratch *. . .*
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Fly Away Home (Heroes)

Fly Away Home is Haunt 24. **This page is for the Heroes.**

> *"You hear a shushing, sandpapery sound growing louder outside the house. Looking out a window, you see a great swarm of bats with glowing red eyes. You pull the curtains and back away from the terrible sight. But then you hear it. A thump . . . then another . . . then a horrid, choking laugh. Shush, shush, shush. They’re here.”*
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## Right Now

If the Organ Room isn’t in the house, search the room stack for it and put it in the house. Then shuffle the stack.

## What You Know About the Bad Guys

The traitor has let bloodsucking Bats into the house. The Bats have already killed the traitor. Now they want to kill you.

## You Win When...

…you drive away the Bats by making appropriate noises with the pipe organ (in the Organ Room), and then kill any Bats that are attached to explorers.

## How to Drive Away the Bats

You must start the pipe organ in the Organ Room to confuse the Bats and drive them away, and then kill the Bats that remain. To do this, you must follow these steps, in order. Each hero can attempt only one step each turn.

1. Move to the Organ Room. Once there, you can attempt a Might roll of 5+ to start the pipe organ.
2. Once any hero has started the pipe organ, you can attempt a Knowledge roll of 6+ in the Organ Room to make the appropriate noises that will drive away all the unattached Bats. Doing this also prevents any more Bats from entering the house. (A hero whose hobby is Music can attempt a Knowledge roll of 5+ instead to create those noises with the pipe organ.)
3. Finally, attack and kill any Bats that are attached to heroes.

## You Must Do This...

...at the beginning of your turn. Take 1 point of physical damage for each Bat that is attached to you. If you are wearing the Armor, you take 1 less damage from the total.

## Special Attack Rules

* You can attack a Bat that is attached to you or another hero, using Might. If you defeat the Bat, it’s killed instead of being stunned.
* Unattached Bats don’t affect hero movement. However, you move 1 fewer space during your turn for each Bat that is attached to you. (You can always move a minimum of 1 space.)

## If You Win

> *The last of the bloated bats crumples to the ground, and the room seems to grow brighter. Looking up, you see the faint light of dawn gleaming in the east. The shushing outside fades to silence. You shake in relief, knowing you won’t have to spend another night here.*
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A Breath of Wind (Traitor)

A Breath of Wind is Haunt 17. **This page is for the Traitor.**

> *"The trembling of the house and an echo of pained laughter inform you that your companions have disturbed your old friend, the poltergeist. Their insensitivity is appalling. Can’t they just let him rest, after all he’s suffered? Well, you’ll just have to eliminate the disturbance . . . ”*
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## Right Now

* Your explorer is still in the game but has turned traitor.
* Place a small purple monster token (representing the Poltergeist) in the room where the haunt was revealed.
* Set up the Turn/Damage track with a plastic clip at 4.

## What You Know About the Heroes

They are attempting to exorcise the Poltergeist.

## Helping the Poltergeist

You can help the Poltergeist by attacking your fellow explorers or by finding or stealing items for the Poltergeist.

## The Poltergeist

Unlike a regular monster, the Poltergeist can pick up, steal, trade, and drop any number of items, just like an explorer. However, it ignores all the normal effects of items it carries.

* The Poltergeist starts with Might 4. Each time it picks up an item, advance the Turn/ Damage track by 1. At the end of each monster turn, if the Poltergeist is in the Junk Room, Storeroom, Attic, Library, Wine Cellar, Research Laboratory, or Operating Laboratory, draw an item card for the Poltergeist and advance the Turn/Damage track by 1.
* Each time the Poltergeist loses an item, lower the Turn/Damage track by 1.

## Special Attack Rules

* The Poltergeist can make a separate Might attack against each hero it reaches each turn (but it cannot attack a given hero more than once). When attacking, the Poltergeist’s Might is equal to the current value of the Turn/ Damage track (maximum 8). It can choose to steal an item (and add to its Might) if it would inflict 2 or more points of damage. The Poltergeist is not harmed if the hero wins the combat.
* The Poltergeist is immune to Might attacks and cannot be harmed by the Revolver. If the Dynamite explodes in the room with the Poltergeist, the Poltergeist drops all items it is carrying and is removed from play, but it can re-form on its next turn (see below).

## Re-Forming the Poltergeist

At the start of each monster turn, the Poltergeist has the option to re-form in any room with an omen symbol. If it does, it drops any items it was carrying; set the Turn/Damage track to 3. The Poltergeist than appears in the omen room of your choice before continuing its turn. If it re-forms in the Junk Room, advance the Turn/ Damage track to 4.

## If You Win

> *The cloud of levitating objects spins in glee as the final intruder falls to the floor. At last all is peaceful, and you can sit down for a quiet chat with your old friend . . .*
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Father Rhinehardt

Reginald Rhinehardt III is one of the personalities on the White explorer card. He is the designated Traitor for Haunt 7 due to his hobby of Gardening. His other hobby is Fencing.

 Biography

## Physical description

### Weight

185 lbs

Father Rhinehardt was born in München, Germany (or Munich, as Americans call it). He moved with his family to America when he was 15... and then he got beaten up for the next three years. Father Rhinehardt turned to religion for the reasons why people treated him so badly. Eventually, he entered Seminary and became a priest. Since that day, long ago, many people have confessed their sins to him. But there is one man who haunts him, every few years, a stranger who sits in the confessional and whispers of murder and madness. In recent years, Father Rhinehardt has found he's starting to agree with the madman‘s arguments. Blood, pain, death - they are all a part of life, of God‘s plan, are they not?

Father Rhinehardt is familiar with Vivian and Madame Zostra from seeing them at the Something Written bookstore. He knows Ox from hearing him confess his petty sins. He also knows Missy from her appearances the Sunday school. More than anything, Father Reinhardt fears going mad.

## Strategy

(needs to be added) (just draw the ring, then win)
A Friend for the Ages (Traitor)

A Friend for the Ages is Haunt 19. **This page is for the Traitor.**

> *"It has now been three centuries since you were given the portrait by a dear, dear friend. In it, you have stored your ills and infirmities, your age and your injuries— and also your morality, for you are now supremely evil. It has been your ward against all harm, and with it, you have had many happy opportunities to harm all those around you. But it is no longer safe. You’re certain they’re after it. They want it for themselves. You must protect it . . . at any cost. ”*
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## Right Now

* Your explorer is still in the game but has turned traitor.
* If any of your traits are below their starting values, raise them to their starting values.
* Then, do the following a number of times equal to the number of heroes in the game: Determine which of your traits above its starting value is the least above that value. (A trait at its starting value counts as 0 above that value.) You may choose from among tied traits. Increase that trait by 1.

## What You Know About the Heroes

They are trying to kill you by repainting your portrait.

## You Win When...

…you destroy at least three Paint tokens, or all the heroes are dead.

## Destroying Paint Tokens

* The heroes will place Paint tokens in the House at appropriate times. These can be picked up, dropped, traded, and stolen like regular items, but they cannot be carried by the Dog. Each explorer can carry only one Paint token at a time.
* If you are carrying a Paint token on your turn, you can destroy it instead of making an attack.

## You Can Do This...

…after you have finished moving on your turn. Since it is your house, you can search through the stack of room tiles, choose one, and put it in any legal place. Then shuffle that stack.

## Your Portrait

You must not look upon your portrait. Whenever you enter or start your turn in the Gallery, you must attempt a Sanity roll of 4+. If you fail, you take 1 die of mental damage (this damage ignores your general immunity, as described below).

## Special Attack Rules

* You cannot be harmed by normal means. Your traits cannot be reduced by events, room features, or damage, except where the haunt rules state otherwise. You can still take damage from entering the Gallery, as described above.
* When you acquire or lose an item, you increase or decrease your traits normally, as described on the card. (Exception: You take no damage if the Blood Dagger is stolen from you.)
* An opponent can steal an item from you during physical combat. (See “Special Attacks” on page 13 of the rulebook.)

## If You Win

> *The last of them struggle in desperation, but you know they cannot harm you. Your portrait still protects you, as you have protected it. Eventually, they all break against your limitless vitality. You shall endure . . . forever.*
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A Breath of Wind (Heroes)

A Breath of Wind is Haunt 17. **This page is for the Heroes.**

> *"As you move through the room, some of the debris begins to shake. You stoop to examine it, but it lifts off the floor, quickly followed by more. Soon, a cloud of broken objects spins through the air, and you hear a cackle of insane laughter as pieces of junk begin to launch themselves towards you.”*
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## What You Know About the Bad Guys

The traitor is trying to get the Mummy married to the Girl.

## How Perform the Exorcism

This exorcism ritual requires the burning of Candles.

* Once each turn, if you are in the Kitchen, Dining Room, Chapel, or Gallery, you can attempt a Speed roll of 3+ to find a Candle. (More than one Candle can be found in the same room.) If successful, place a Candle token on your character card.
* If you are carrying a Candle, you may discard it in any room on the floor where the haunt was revealed and attempt a Knowledge roll of 5+. If successful, place the Candle token in that room; no more Knowledge rolls may be made in that room. If you fail, the Candle is lost; return the token to the set-aside pile. Once a Candle token has been placed in a room, it cannot be picked up by the Poltergeist or the traitor. When you have placed a number of Candle tokens equal to the number of heroes when the haunt was revealed, you exorcise the Poltergeist.
* A hero with the Candle item card can use (and discard) that item instead of a Candle token when attempting a Knowledge roll. Put a pentagonal item token in that room on a success.

## Special Attack Rules

* The Poltergeist is immune to Might attacks, and it cannot be harmed by the Revolver. The Dynamite does affect it (the *Traitor’s Tome* describes what happens).
* Any hero in the room with the Poltergeist may attack it with Speed. If you defeat it, you infl ict no damage, but you can steal one item it is carrying. If it defeats you, take 1 die of physical damage (instead of normal combat damage).
* A hero carrying the Ring, the Skull, or the Bell can attack the Poltergeist with Sanity. If you defeat it, decrease the Turn/Damage track by the difference in your rolls. If it defeats you, take 1 die of mental damage (instead of normal combat damage).

## If You Win

> *The candle sputters and burns your hand as you numbly recite the words for the final time. With a sickening crash, the airborne debris flies in all directions, overturning tables and denting the walls. Then, all is still.*
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Betrayal at House on the Hill Wiki

**Welcome to the...**
**Betrayal at House on the Hill Wiki**
**102 articles • 1 files • 533 edits**

**ABOUT THE WIKI**

This Wiki is for the board game Betrayal at House on the Hill!

**ABOUT THE GAME**

Betrayal at House on the Hill is a tile game by Wizards of the Coast that allows players to build their own haunted house room by room, tile by tile, creating a new thrilling game board every time. The game is designed for three to six people, each of whom plays one of six possible characters.

Secretly, one of the characters betrays the rest of the party, and the innocent members of the party must defeat the traitor in their midst before it’s too late! Betrayal at House on the Hill will appeal to any game player who enjoys a fun, suspenseful, and strategic game.

**NAVIGATION**

* Rules
* Haunt
* Explorers

**HELPFUL LINKS**

* Getting Started
* How to Contribute
* Managing your new community
* Guides
* All Help articles
Missy Dubourde

Missy Dubourde is one of the personalities on the Yellow explorer card. She is the designated Traitor for Haunt 36 due to her hobby of Swimming. Her other hobby is Medicine.

 Biography

## Physical description

### Weight

62 lbs

Missy can’t remember wanting to be anything except for a doctor. Her favorite gift ever in the whole wide world was her first doctors kit. She practices medicine on anyone who will let her. She even cuts up dead frogs and stuff she finds in her yard. But sometimes that gets bad, and she dreams of dead frogs hip hopping into her bed at night and smothering her. Then she screams.

Missy knows Peter (and his gross bug collection) from school she knows Father Rhinehardt from Sunday school (he talks funny and smells like chocolate.) Missy lives in the same neighborhood as Brandon. He delivers her family's paper, but she doesn’t really know him. (She thinks he’s cute though.) Missy's greatest fear is of dead things coming back to life and hunting her.
Ghost Bride (Heroes)

Ghost Bride is Haunt 20. **This page is for the Heroes.**

> *“An apparition in white lace shimmers into view. 'You’ve left me alone these long years,' speaks a feminine voice, 'but I waited. For you. For our wedding.' The ghost glides towards one of your fellow explorers and says, 'Once you are dead like me, we can be together… forever.'*
> *The ghost fades, but the faint sound of an organ playing a wedding march sighs gently through the house."*
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## Right Now

* If the Crypt isn't in the house, search the room stack for it and put it in the basement. Then shuffle the room stack.
* Put a pentagonal item token in the Crypt to represent the Corpse

## What You Know About the Bad Guys

The Ghost Bride thinks that one of the explorers is her new groom.

## You Win When...

…you find the wedding ring (the Ring card) and the body of the real groom (the Corpse token), then present them to the Ghost Bride in the Chapel before she marries your friend.

## How to Stop the Wedding

You must discover the groom's name and his buried body. Then you must take the Corpse and the Ring to the Chapel so you can put the Ghost Bride's soul to rest.

To do all this, you must follow these steps, in order. Each hero can attempt only one step each turn.

1. You can attempt a Knowledge roll of 5+ while in the Bedroom, Dining Room or Library, or while carrying the book (her old diary), to figure out the real groom's name.
2. You can then attempt a Knowledge roll 4+ in the Crypt to locate the body of the real groom.
3. Once the body is discovered, you can attempt a Might roll of 4+ to disinter it.
4. Once the body is disinterred, take the Corpse token and carry it to the Chapel. The body is heavy; while you're carrying it, entering a room counts as 2 spaces of movement. You can trade the Corpse token to another explorer as you would pass an item.
5. Carry the Ring to the Chapel. It doesn't matter whether the body or the Ring reaches the Chapel first.

Once you have the Corpse and the Ring in the Chapel, the Ghost Bride will appear there and finally rest in peace.

## Special Attack Rules

The Ghost Bride makes Sanity attacks. She cannot be damaged or stunned by any means, except for Sanity attacks from the Ring.

## If You Win...

> "*Crypt dirt cakes your neck and grits your eyes. but you found what you sought: the shriveled. mummified corpse of a long buried groom. You force the ring onto its fragile finger. Finally, you heave your burden across the threshold of the chapel, where it falls with a sickening crunch, scattering bones and hair.*
> *The apparition in white lace appears and hovers over the corpse. From the broken form rises an apparition in black. Linking hands, the two fade slowly, lovingly, from existence."*
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Candle (Item Card)

## Item Description

It makes the shadows move- at least, you hope it's doing that.

## Item Use

If you draw an event card, roll 1 additional die (maximum 8 dice) for that event's trait roll.

If you have the Bell, Book and Candle, gain 2 in each trait. The first time you lose one of those 3 items later in the game, lose 2 from each trait.
Madame Zostra

Belladina Zostra is one of the personalities on the Blue explorer card. She is the designated Traitor for Haunt 46 due to her hobby of Cooking. Her other hobbies include Astrology and Baseball.

 Biography

## Physical description

### Weight

150 lbs

Madame Zostra, or "Belladina" (as her mother named her) has been a tarot and tea-leaf reader since college. She started out working part time sitting in the window of an occult bookstore, but now she has her own home astrology business. Although Madame Zostra reads cards for a living, she won’t ever read her own cards. She is terrified that she’ll see her own death in the cards, something she can’t bear to think about.

Madame Zostra is familiar with Vivian and Father Rhinehardt from seeing them at Vivian's bookstore. Flash is her nephew and she never fails to buy him birthday and Christmas gifts. She sees Jenny regularly at the library. Zoe's mother comes to Madame Zostra for tarot readings. Madame Zostra is terrified of death... particularly her own.
Let Them In (Heroes)

Let Them In is Haunt 11. **This page is for the Heroes.**

> *"Outside the window, the mist roils. Are those shapes taking form in the vapors? From elsewhere in the house, you hear the madman scream, “At last! Throw wide the windows!” The sound of windows opening, one after another, follows. A cold wind plays through the house, stirring your hair and whispering seductive threats in your ear.”*
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## Right Now

Set aside a number of triangular Sanity Roll tokens equal to the number of players. Set aside an equal number of triangular Knowledge Roll tokens.

## What You Know About the Bad Guys

* The traitor and the Madman are trying to let in the Specters.
* The Specters are going to try to kill you. They can’t be attacked physically.

## You Win When...

…you banish all the Specters, either through an exorcism or by defeating each of them individually with Sanity attacks (using the Ring card).

## How to Perform An Exorcism

You can perform an exorcism to banish all of the Specters. This requires a number of successful **exorcism rolls** equal to the number of players. Each roll requires a specific room or item, and each one requires a Sanity roll or a Knowledge roll. Each hero can attempt only one exorcism roll during his or her turn.

* You can attempt a Sanity roll of 5+ to perform an exorcism while in the Chapel, Crypt, or Pentagram Chamber, or while carrying the Holy Symbol or Ring.
* You can attempt a Knowledge roll of 5+ to perform an exorcism while in the Library or Research Laboratory, or while carrying the Book or Crystal Ball.

Each time you succeed at an exorcism roll, put a Sanity Roll or Knowledge Roll token (depending on the trait used) on the room tile or item card you used for that part of the exorcism.

If the heroes successfully use an item or room as part of an exorcism roll, no hero can use that item or room in an exorcism again. (For example, if you successfully perform a Sanity roll in the Chapel, then no one can use the Chapel again.)

When the heroes have placed a number of these tokens equal to the number of players, the Specters are banished.

## Special Attack Rules

* You can make Sanity attacks against a Specter if you have the Ring. If you defeat it, it’s banished. If you defeat a Specter when it attacks you, the Specter is stunned.
* While the Madman is focused on letting in the Specters, he won’t attack explorers. He can still defend himself if attacked.

## If You Win

> *The rites have been observed. The exorcism succeeded. The windows are shut. The specters have been banished. But . . . what’s that flicker of motion outside the window? Best not to let them in again.*
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Family Gathering (Heroes)

Family Gathering is Haunt 10. **This page is for the Heroes.**

> *"The madman cocks his head, listening. 'Do you hear it?' he asks. 'Under the floor, where I put them. My family.*
> *The floor buckles and cracks, and two corpses heave up into the light. One fixes the madman's traitorous companion with a maggoty smile. As the corpse closes in on it's victim, the house shudders, as if in birthing pain. Then the dull beat of footsteps echoes throughout the house."*
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## What You Know About the Bad Guys

The Madman and the Zombies want to kill you. You can trap the Zombies by luring them into the rooms that were important to them in life

## How to Trap the Zombies

You can lure Zombies into their favorite rooms by taking advantage of their single-mindedness.

* Zombies don't move very fast, and a Zombie always moves towards the closest hero that it can see.
* You can trap the Zombies in the Master Bedroom, Chapel, Conservatory, Game Room, Library and Attic.
* If a Zombie enters or starts a turn in one of those rooms, it must attempt a Knowledge roll of 4+ to avoid being trapped there. If it fails, it makes no attacks this turn and remains peaceably in that room for the rest of the game without making any further rolls. (Turn it's token face down to mark that it has been trapped.)
* Once a Zombie is trapped in a room, that room cannot be used to trap another Zombie.

## If You Win...

> *"'Sorry, Mama!' screamed the madman.*
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> *A sob bubbled from between the rigor-locked gums of one of the shuffling corpses.*
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> *You left Mama behind that night, but sometimes you think you can still hear her sobs trickling up through the floorboards."*
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The Stars Are Right (Traitor)

The Stars Are Right is Haunt 14. **This page is for the Traitor.**

> *"Separating yourself from your friends, or victims as you like to think of them, you greet the zealous followers of your cult. Slowly, rhythmically, you begin to stamp your feet and chant. The others join in. Louder and louder your voices grow, praying to all that is evil and unholy that your sacrifices will be accepted tonight. The cult is praying that your dread god will appear before you . . . and bathe in the blood of your friends. ”*
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## Right Now

* Your explorer is still in the game but has turned traitor.
* Put a number of small purple monster tokens (representing Cultists) in the Pentagram Chamber equal to the number of other players.

## You Win When...

…either all the heroes are dead or you summon your god.

## What You Know About the Heroes

The only way they can stop you from summoning your god is by desecrating the Pentagram Chamber. To do so, they will use the cans of paint (represented by Paint tokens) that are hidden throughout the house.

## How to Summon the God

You must make sacrifices to summon your god. Build up a total of 13 sacrifice points by bringing the following sacrifices into the Pentagram Chamber.

 Girl, Madman, or Dog
 Any other tradable omen or item

Item and omen cards that you sacrifice are removed from the game and kept in a separate pile. Keep track of sacrifice points on a piece of paper.

You can sacrifice the Girl, Madman, or Dog when you have that card and are in the Pentagram Chamber. You can’t steal, carry, or sacrifice Paint tokens.

Cultists can carry items and explorers’ corpses. Any items they carry do not affect their traits or give them abilities. They cannot carry Paint tokens.

## Special Attack Rules

* A Cultist can steal an item from an explorer, just like explorers can. (See “Special Attacks” on page 13 of the rulebook.)
* If an explorer is killed, tip that figure over in its room to mark his or her corpse.
* A Cultist can pick up a corpse and carry it like an item, but while it’s doing this, it uses 2 spaces of movement to enter a room. You can also carry corpses with the same restriction as Cultists. Take an explorer’s figure when you’re carrying its corpse.

## If You Win

> *The house shakes and glass shatters as the universe screams. A wound rips through time and space, and through it, your god is reborn. Drenched in the blood of your friends, your god is beautiful and terrible, a wonder and a blight. The world is laid bare before him, and all within it are his children, his blood . . . his sacrifices.*
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The Phantom's Embrace (Traitor)

The Phantom’s Embrace is Haunt 16. **This page is for the Traitor.**

> *“They thought they knew you. They thought you’d do whatever they told you to do, but they were wrong. They tried to take the girl away from you, and that was their biggest mistake.*
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> *Now she’s safe from them. You summoned a phantom to guard her, keeping her hidden within the house. When they came to get her, you’ll have a little surprise ready for them. Soon, your old “friends” won’t be in any condition to boss you around again.”*
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## Right Now

* Your explorer is still in the game but has turned traitor.
* The explorer with the Girl loses her, and she flees. Set aside the Girl cane and a small magenta monster token (representing the Girl), and adjust that explorer’s traits accordingly.
* Set aside a small purple monster token to represent the Phantom.
* Set aside at least 20 different distinctive tokens. (Red or orange monster tokens week well for this.)
* Set up the Turn/Damage track with a plastic clip at 0. You’ll use this to keep track of time.

## What You Know About The Heroes

They’re trying to save the Girl and themselves.

## You Win When…

…either you blow up the house before the Girl escapes, or all the heroes are dead.

## You Must Do This…

…at the end of each of you turns. Advance the Turn/Damage track to the next number. The roll a number of dice equal to that number. Consult the following table to see if the house blows up.

 4
 5
 6

## The Phantom

* The Phantom appears each time the explorers discover a basement room with an event or omen symbol. When one of those rooms is discovered, put the Phantom token and the girl token in that room. Then put one of the distinctive tokens in that room.
* After the Phantom appears, a hero can attack it. If the Phantom is defeated, it’s killed and the explorers gain custody of the Girl. Otherwise, it escapes with the Girl - set both tokens aside. It shows up again (you put both tokens back) the next time a hero discovers a basement room with an event or omen symbol.
* The heroes can’t use a special attack to steal the Girl.
* If the entire basement has been explored and the Phantom is still alive, choose any basement room to place the Phantom and the Girl in at the start of the monster turn.
* The Phantom never moves to the same room twice until each basement room has a distinctive token.

## Special Attack Rules

The Phantom doesn’t attack, but it can defend itself. If it defends successfully, it flees.
I Was a Teenage Lycanthrope (Heroes)

I Was a Teenage Lycanthrope is Haunt 5. **This page is for the Heroes.**

> *"A scream rips through the mansion, growing louder and more terrified, until you’re sure you’ll have to scream too if it doesn’t stop. Just as you think you can’t take any more, the scream quivers and deepens, turning into a howl of pure rage. Your shadow shakes as you realize you stand bathed in the light of the full moon. ”*
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## Right Now

* Set aside a number of small red monster tokens equal to the number of players in the game.
* Set aside one pentagonal item token (representing Silver Bullets).

## What You Know About the Bad Guys

The traitor is a Werewolf that will become more and more powerful. A Werewolf can infect others with lycanthropy, turning them into Werewolves as well.

## You Win When...

…all of the Werewolves are dead. You do not need to kill the Dog to win.

## How to Kill Werewolves

You must find the Revolver and create Silver Bullets. To do this, you must follow these steps. Each hero can attempt a step only once each turn.

1. If you don’t have the Revolver, you can find it in the Attic, Game Room, Junk Room, Master Bedroom, or Vault. While you are in one of those rooms, you can attempt a Knowledge roll of 5+. If you succeed, search the item stack for the Revolver card and take it. Then shuffle that stack. You can search multiple times in the same room, but you can’t search more than once during your turn.
2. Go to the Research Laboratory or the Furnace Room. While there, you can attempt a Knowledge roll of 5+ to create Silver Bullets. If you succeed, take the Silver Bullets token. One explorer can work on creating Silver Bullets while another explorer is looking for the Revolver. (These two tasks can be done in either order.)
3. The hero who created the Silver Bullets must give them to the hero with the Revolver (or vice versa).
4. A hero with the Silver Bullets and the Revolver can kill a Werewolf or the Dog (see below).

## You Must Do This on Your Turn

If you are attacked by a Werewolf or the Dog and take damage, you have been bitten and might be affected by the curse of lycanthropy. At the start of each your subsequent turns, you must attempt a Sanity roll of 4+ to resist the curse. If you fail, you become a Werewolf, and you are no longer a hero. (You must then read this haunt in the *Traitor’s Tome* and do everything described under “Right Now.”)

Heroes who have been bitten but have resisted becoming Werewolves still win if the Werewolves are killed . . . at least until the next full moon.

## Special Attack Rules

If a hero who has Silver Bullets defeats a Werewolf or Dog once using the Revolver, the Werewolf or the Dog is killed. (The Revolver never runs out of bullets.)

## If You Win

> *Clouds scud across the full moon, blocking its light. The house grows dark and quiet as you stand over the battered body of your dead friend. You had to do it to survive—but can you live with the knowledge of what you have done?*
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The Dance of Death (Traitor)

The Dance of Death is Haunt 9. **This page is for the Traitor.**

> *"Every clock in the house strikes midnight—even though you’re sure it isn’t that late. As the clocks quiet, a lone fiddler begins a haunting melody that floats through the air, calling you to dance. The music makes your soul shrivel, but it also makes your lips curl up into a smile. Your mind struggles and screams and then . . . Why did you ever resist the power of the fiddler’s beautiful music? Joy and wonder fill your soul. The dance must go on forever. You cannot bear to let anyone stop it.”*
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## Right Now

* This haunt doesn’t begin with a traitor—only heroes. Each hero has a chance of becoming a traitor during his or her turn. **Do not read this haunt unless your explorer has turned traitor.**
* Raise any of your traits below its starting value to that number.

## You Win When...

…the Holy Symbol has been destroyed. To destroy the Holy Symbol, first steal it from whichever hero has it. (See “Special Attack Rules” below.) Then end your turn in the Chasm, Furnace Room, or Underground Lake to cast the Holy Symbol to its doom.

## You Must Do This On Your Turn

Dance until your feet go numb. Each turn, you must attempt a Might roll.

 0–2

Unlike the heroes, you don’t need to attempt a Sanity roll at the start of each turn if you don’t have the Holy Symbol.

## Special Attack Rules

* All your attacks are whirling torrents of energy. You can’t make Might attacks; you make Speed attacks instead.
* If you defeat a hero by 2 or more with a Speed attack, you can steal an item from your opponent instead of inflicting damage.

## If You Win

> *Hauntingly beautiful, driving, melodic, tragic, and joyous, the music fills the rooms of the ancient mansion. Dancers spin through the ballroom as the fiddler plays on. The dance is so joyous, so enticing, that the dancers would rather die than stop. And so they shall.*
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Fly Away Home (Traitor)

Fly Away Home is Haunt 24. **This page is for the Traitor.**

> *"A shushing, sandpapery sound grows louder and louder outside the windows of the house. Looking out, you see countless glowing red eyes staring at you. You begin to laugh and cry. You can feel your face warm as tears of blood begin to fall from your eyes. Yes, this is what your life has been for . . . to let in your masters and give them your blood. You open the windows wide.”*
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## Right Now

* Your explorer is dead. Remove his or her figure from the game.
* Set aside 24 small red monster tokens (representing Bats). Put 3 of them in the Tower or Attic. If neither room has been discovered, the haunt begins with fewer Bats.
* Put 3 Bat tokens in the Chasm or Catacombs. The same conditions apply.

## What You Know About the Heroes

They’re trying to find a way to drive off the Bats.

## Each Hero Must Do This...

...at the beginning of his or her turn. That hero takes 1 point of physical damage for each Bat token on his or her character card.

## Bats

Throughout the haunt, more Bats enter the house.

* During the monster turn, roll a number of dice equal to the number of players. Set aside that many Bat tokens.
* During the monster turn, Bats enter the house. You can put Bat tokens in the Tower, Chasm, Conservatory, Entrance Hall, Gardens, Graveyard, Patio, Tower, Balcony, and any room with an outward-facing window (Grand Staircase, Master Bedroom, Bedroom, Chapel, and Dining Room). If a room is set up so that the window is false (faces another wall), you can still put a Bat token there. You can place only one Bat token in each of these rooms, unless there are more Bats than rooms. In that case, you choose which rooms each get an extra Bat token.
* Bats can continue to move after entering the house. Entering counts as moving 1 space.
* If you run out of Bat tokens, no more Bats can enter the house until some other Bats die. This means there can never be more than 24 Bats in the house at one time.

## Special Attack Rules

* Bats don’t attack normally. Instead, roll 1 die for each Bat attacking a hero. On a roll of 2, that Bat latches onto the victim. Put the Bat token on that hero’s character card.
* Unattached Bats don’t affect hero movement. For each Bat that is attached to a hero, that hero moves 1 fewer space that turn. (A hero can always move a minimum of 1 space.)

## If You Win

> *Slowly, the shushing of wings fades as dawn lightens the sky and the vampire bats roost in the house. Below them lie the dried-out husks of food vessels that once ran foolishly about the place. Already the vessels are turning to dust, joining the many others who gave their blood to the bat lords of the manor.*
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Wail of the Banshee (Heroes)

Wail of the Banshee is Haunt 8. **This page is for the Heroes.**

> *"First you hear a faint sound from outside the room, as if someone were scrambling up the walls or scraping long talons across them. A few seconds later, you catch a glimpse of tattered silver robes swirling across the edge of your vision. You turn to run to the door just as you hear something enter the room behind you. The creature sighs. The sound creeps across the room, and you feel a terrible chill boring into your heart. Death is nigh.”*
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## Right Now

Set aside a number of triangular Knowledge Roll tokens equal to the number of players. Set aside an equal number of triangular Sanity Roll tokens.

## What You Know About the Bad Guys

The traitor has used the Spirit Board to summon a baleful Banshee. While carrying the Spirit Board, the traitor is immune to the Banshee’s wail.

## You Win When...

…you successfully perform an exorcism to banish the Banshee.

## How to Banish the Banshee

You must perform an exorcism before the Banshee kills you all. This requires a number of successful **exorcism rolls** equal to the number of players. Each roll requires a specific room or item, and each one requires a Sanity roll or a Knowledge roll. Each hero can attempt only one exorcism roll during his or her turn.

* You can attempt a Sanity roll of 5+ to perform an exorcism while in the Chapel, Crypt, or Pentagram Chamber, or while carrying the Holy Symbol or Spirit Board.
* You can attempt a Knowledge roll of 5+ to perform an exorcism while in the Library or Research Laboratory, or while carrying the Book or Crystal Ball.

Each time you succeed at an exorcism roll, put a Sanity Roll or Knowledge Roll token (depending on the trait used) on the item card or room tile you used for that part of the exorcism.

If any hero successfully uses an item or room as part of an exorcism roll, no hero can use that item or room in an exorcism again. (For example, if you successfully perform a Sanity roll in the Chapel, then no one can use the Chapel again.)

When the heroes have placed a number of these tokens equal to the number of players, the Banshee is banished.

## Special Attack Rules

The Banshee can’t be attacked. Stealing the Spirit Board from the Traitor will cause him or her to be affected by the Banshee but will not grant immunity to the hero who carries the Board.

## If You Win

> *The shrieking grows closer and closer. Then the walls begin to shake. When you glance into a nearby mirror, you can see your hair turning white. The screeching is coming from just outside the door! The doorknob turns as you cry out the last words of the exorcism. Then . . . silence.*
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Worm Ouroboros (Traitor)

Worm Ouroboros is Haunt 47. **This page is for the Traitor.**

> *"You feel your body stretch. Your skull splits into two halves, and your torso separates down the middle, becoming an incredibly long snake. Your arms and legs merge into the serpentine body. You feel huge, and you want to grow even larger. You feel a need stronger than anything you have ever felt - a need so strong you feel you could crush the world. Maybe you'll start by crushing this house."*
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## Right Now

* Remove your figure from the game. You are now a giant, two-headed snake monster: the Worm Ouroboros.
* You drop all your items in the room where the haunt was revealed. If you had custody of the Girl, Dog, or Madman, you devour them, and they are discarded.
* Put the two large circular Ouroboros Head tokens in the room where the haunt was revealed.
* Set aside 16 small green monster tokens (Ouroboros Body)

## You Win When...

...you put all 16 Ouroboros Body tokens inside the house. Then you'll be large enough to destroy the house and escape.

## Ouroboros Head

* During your turn, roll separately for each Ouroboros Head to see how many spaces it can move. Put one Ouroboros Body token in each room an Ouroboros Head vacates if there were none in those rooms. Each room can have only one Ouroboros Body token.
* Ouroboros Heads can move through rooms that already have Ouroboros Body tokens; you just don't add more Ouroboros Body tokens to those rooms.
* Ouroboros Heads can't move through the Secret Stairs or Secret Passage, or into the Mystic Elevator.
* Each Ouroboros Head can discover new rooms. Ignore any symbols on those room tiles. Discovering a new room with a symbol does not end a Head's movement (if it can move farther).

## Special Attack Rules

* Once the heroes manage to complete a special ritual, they will be able to attack Ouroboros Heads. Each Head must be hit a number of times equal to half the number of players (rounded up). When this happens, the head is destroyed. You can keep track of his with the Turn/Damage track or write them on a piece of paper.
* Only the Ouroboros Head can attack, but both Ouroboros Head and Body tokens slow heroes' movement. Heroes do not slow Ouroboros Heads.
* Ouroboros Heads can't be stunned.
* Ouroboros Heads aren't affected by Speed attacks (such as those using the Revolver or Dynamite).

## If You Win...

*"You have encircled the house. Your massive coils loop around it, crushing the timbers and preparing them for your supper. You grow larger and more pwerful with the energies released. Soon, you will grow great enough to circle the world and capture it within your coils.*

*And after the world is yours, the stars must surely follow."*
Fleshwalkers

Fleshwalkers is Haunt 12. **This haunt has no traitor-only heroes.**

> *"The crystal ball pulses with an image of the room you stand in, complete with a crystal ball that shows the image of the room you stand in, containing a crystal ball that shows the image of the room you stand in, and so on, as if you’re falling into a well of identical images.*
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> *Then a new image forms within, this time of the entrance hall, where people are arriving through the front door. They look familiar . . . One of the newcomers glances up, locking eyes with you through the crystal ball. You blanch in recognition. They are your eyes.*
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> *It is your doppelgänger—your evil twin.”*
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## Right Now

* Put a number of small monster tokens (representing Evil Twins) in the Entrance Hall equal to the number of players. Use tokens of different colors, each corresponding to a specific hero.
* The player to the left of the haunt revealer goes first.

## What You Know About the Bad Guys

This haunt has no traitor—just heroes. The Evil Twins are just like you, but they want to kill you.

## You Win When...

…your hero is alive and all of the Evil Twins are dead.

## The Evil Twins Must Do This...

…after the haunt revealer’s turn. They act on the monster turn.

An Evil Twin always rolls for movement as a monster and moves toward its matching hero by the shortest possible route. If an Evil Twin ends its turn in a room with any hero, it attacks. If it is in a room with more than one hero, it will always attack its counterpart if possible. Otherwise, determine which one it attacks randomly.

If a player’s hero is killed, that player takes control of that hero’s Evil Twin and uses it to attack other explorers.

## Evil Twins

* Each Evil Twin has trait values equal to its counterpart’s trait values at the start of the haunt. Those traits don’t change.
* Evil Twins can’t carry items or take custody of companions.

## Special Attack Rules

* If you don’t possess the Crystal Ball when you attack or defend against your Evil Twin, you lose 1 additional point in each of your traits, regardless of who defeats whom. If your Evil Twin defeats you, you also take damage normally. If you defeat your Evil Twin, you stun it as normal. If you fight someone else’s Evil Twin, you do not lose the additional point.
* If you possess the Crystal Ball, you kill your Evil Twin if you defeat it.
* If you defeat another hero’s Evil Twin, you stun it unless you possess the Crystal Ball and that hero is dead. In that case, you kill the Evil Twin when you defeat it.
* The Crystal Ball holder can attack stunned Evil Twins. A stunned monster defends itself with its regular number of dice but inflicts no damage if it rolls higher than its attacker.
* You may take the Crystal Ball from another hero in the same room on your turn if the hero is willing to let you have it.

## If You Win

> *Shuddering, you back away. Your body lies dead on the floor. Not your body, you tell yourself. Your doppelgänger. You had to kill it. It meant to replace you, right? It was you or it, right? Right?*
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