Betrayal at House on the Hill: Widow's Walk
Betrayal at House on the Hill: Widow's Walk Rulebook
Table of Contents
Table of Contents
Components
1 rule sheet, 2 haunt books (Traitor's Tome and Secrets of Survival), 20 room tiles, 8 omen cards, 11 item cards, 11 event cards, 76 tokens, including 4 large circular monster tokens, 36 small circular explorer tokens, and 36 square event and room tokens.
Triggering the Haunt
When you trigger the haunt, use the new haunt chart below.
(Editor's note: the printed sheet shows a ★ in some chart cells. The ★ is the entry explained in the Haunt and Traitor table below as "Refer to the chart after haunt 100 in Secrets of Survival." The chart is reproduced as printed.)
Haunt Chart
| Room | Bite | Bloodstone | Book | Box | Cat | Crystal Ball | Dog | Girl | Holy Symbol | Key | Letter | Madman | Mask | Medallion | Photograph | Ring | Rope | Skull | Spear | Spirit Board | Vial |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Abandoned Room | 18 | 96 | 7 | 63 | 88 | 12 | 38 |
Haunt and Traitor
| Haunt | Traitor |
|---|---|
| 1–50 | Refer to the haunt chart in the Traitor's Tome book for the base game |
| 51 | Everyone except the haunt revealer |
| 52 | Haunt revealer |
| 53 | Haunt revealer |
| 54 | Highest Knowledge* |
| 55 | Female explorer closest to the right of the haunt revealer (or, if none, haunt revealer) |
| 56 | Explorer with the most total items and omens* |
| 57 | None (see Secrets of Survival) |
| 58 | Haunt revealer |
| 59 | Haunt revealer |
| 60 | Haunt revealer |
* If two explorers tie, and one of them is the haunt revealer, choose the haunt revealer. If neither player is the haunt revealer, choose the one who's closest to the left of the haunt revealer.
New Cards and Tiles
At the start of the game, shuffle the new event cards, item cards, omen cards, and room tiles in with the ones from the base game.
Glossary Update
Companion: The Cat, Dog, Girl, and Madman are companions.
Outside: When a haunt references outside rooms, this includes the Balcony, Conservatory, Gardens, Graveyard, Patio, Roof Landing, Solarium, Tower, Tree House, and Widow's Walk.
Weapon: The Axe, Blood Dagger, Boomstick, Chainsaw, Revolver, Sacrificial Dagger, and Spear are weapons.
Window: The Bedroom, Chapel, Dining Room, Drawing Room, Grand Staircase, Master Bedroom, and Sewing Room have windows.
The Roof
The roof is a new floor. When you start play, put the Roof Landing in play. As noted on that tile, when you discover a room on the roof, use the first room tile that has either the roof or the upper floor on the back. The roof is not a second upper floor; for example, the Mystic Elevator only goes to the roof when you roll a 4 and choose the roof.
Landings
Several tiles are referred to as landings in this expansion. The landings are the Basement Landing, Grand Staircase/Foyer/Entrance Hall (or any room of it), Upper Landing, and Roof Landing.
New Room Symbols
The dumbwaiter symbol on a room tile means that the room has a dumbwaiter. You can move from that room to the landing either one floor up or one floor down, assuming such a floor exists, by spending 1 additional space of movement. This requirement is in addition to any other such requirements, such as being in a room with an opponent.
So, if the Menagerie were on the basement, you could move from it to the Foyer by spending 2 spaces of movement; if it were on the ground floor, you could move from it to the Basement Landing or the Upper Landing by spending 2 spaces of movement. If you don't have enough Speed to move that far, you can't use the dumbwaiter.
The ? means you draw the top card of a stack of your choice when you discover the room.
(Editor's note: the printed sheet shows the dumbwaiter symbol as an icon on the room tile. It is described here in words.)
Explorer Tokens
The 36 circular explorer tokens, 6 of each color, bearing each explorer's face indicate possession or completion of something by that explorer. When you use the Chapel, Gymnasium, Larder, Library, Menagerie, or Study's power to gain a trait, leave your colored explorer token on the room tile. When you are in that room thereafter, you may not use that room's power to gain a trait. These tokens may be used in haunts as well.
Obstacle and Lock Tokens
The Obstacle and Lock tokens represent barriers that explorers will need to do certain actions to get through. Traitors and monsters ignore these tokens unless the haunt says otherwise.
Optional Rule: Playing Only New Haunts
If you trigger a haunt with an omen from the base game in a room from the base game, you will get a haunt from the base set. If you only want to play a haunt from this expansion, you may discard the omen and draw and discard omens until you get one from this expansion. Or you may discard the room tile and draw and discard rooms until you get an omen room for this floor from this expansion. If all of those omens or rooms are in play, choose the last one that entered play.
Secrets of Survival (Not Transcribed)
The second Widow's Walk haunt book, Secrets of Survival, is not included in this file. Its contents were not available to the transcriber. The rule sheet refers to it in the Haunt and Traitor table: the traitor entries for haunts 57, 83, 92, 97, 99 and 100 (for haunt 97, the hidden traitor), and the ★ entry (the chart after haunt 100). Those entries are reproduced above as printed. The Secrets of Survival text they point to is not reproduced here.