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Frequently Asked Questions - Wizards Corporatecustserv.wizards.com/images/Ops/answer_2365/Widow's...

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Property of Wizards of the Coast Page 1 of 17 Betrayal at House on the Hill: Widow’s Walk Updated 12/6/16 Frequently Asked Questions What is Betrayal at House on the Hill? Betrayal at House on the Hill is a semi-cooperative board game where players begin as allies exploring a haunted house filled with dangers, traps, items and omens. Eventually the house turns one player against the rest. As players explore the mansion, new room tiles are chosen at random. Accordingly, the game board is different each session. What is the Widow’s Walk expansion for Betrayal at House on the Hill? Widow’s Walk is the first ever expansion for the Betrayal base game, offering players new cards, tokens, monsters, tiles, and haunts written by an all-star cast of contributors. You must have the Betrayal base game to use the expansion. What is the price for the expansion? The MSRP is $25. What is included in the expansion? The Widow’s Walk expansion includes: 1 rule sheet
Transcript
Page 1: Frequently Asked Questions - Wizards Corporatecustserv.wizards.com/images/Ops/answer_2365/Widow's Walk FAQ K… · • 1 rule sheet . Property of Wizards ... Keith Baker John Borba

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Frequently Asked Questions What is Betrayal at House on the Hill? Betrayal at House on the Hill is a semi-cooperative board game where players begin as allies exploring a haunted house filled with dangers, traps, items and omens. Eventually the house turns one player against the rest. As players explore the mansion, new room tiles are chosen at random. Accordingly, the game board is different each session. What is the Widow’s Walk expansion for Betrayal at House on the Hill? Widow’s Walk is the first ever expansion for the Betrayal base game, offering players new cards, tokens, monsters, tiles, and haunts written by an all-star cast of contributors. You must have the Betrayal base game to use the expansion. What is the price for the expansion? The MSRP is $25. What is included in the expansion? The Widow’s Walk expansion includes:

• 1 rule sheet

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• 2 Haunt books including 50 new Haunts (Traitor’s Tome and Secrets of Survival)

• 20 room tiles • 8 omen cards • 11 item cards • 11 event cards • 76 tokens, including:

o 4 large circular monster tokens o 36 small circular explorer tokens o 36 square event and room tokens

Are there any new features, components, or rules in the new expansion? The new expansion features the following:

• 50 new Haunts • 30 new cards (8 omen, 11 item, 11 event) • 20 new room tiles • New floor to explore (the roof) • New tokens:

o Monster tokens- representing new monsters o Explorer tokens- a visual reminder for when a

character has used a room’s power to gain a trait o Event and room tokens- a representation of barriers

that explorers need to overcome to get through a space

• The dumbwaiter—mechanic offering explorers the ability to move between landings

• Optional rule to play only the new Haunts Do I need the base game to play? Yes, the expansion is only playable with the Betrayal at House on the Hill base game. How does the expansion work with the base game? It’s simple. Just shuffle the new events, items, omens and room tiles in with the ones from the base game. When a haunt from the

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expansion is triggered, you’ll be asked to refer to the chart found on the Widow’s Walk rules sheet Are there rules included if I only want to play new haunts? Yes, instructions are included on the rules sheet if you want to play only the new haunts. Who wrote the haunts? The haunts were written by an all-star cast of contributors from the gaming and entertainment industry including:

Peter Adkison Christopher Badell Keith Baker John Borba Chad Brown Bart Carroll Quelle Chris Andy Collins Rob Daviau Mike Dunlap Chris Dupuis Don Eubanks Justin Gary Jonathan Gilmour Bruce Glassco Eli Halpern Will Hindmarch Jerry Holkins Mons Johnson Gwendolyn Kestrel Richard Malena Mikey Neumann

Paul Peterson Ben Petrisor Marie Poole Zoë Quinn Keith Richmond Mike Robles Tifa Robles Anita Sarkeesian F. Wesley Schneider Mike Selinker Liz Spain Max Temkin Elisa Teague Rodney Thompson Jeff Tidball Brian Tinsman Pendleton Ward Angela M. Webber Gaby Weidling and the Lone Shark interns

Will you release this product in other languages? At this time, we do not have plans to release a translated version. If

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this changes, information will be made available on AvalonHill.com. Will there be more expansions? At this time, we do not have plans to release additional expansions. If this changes, information will be made available on AvalonHill.com. Where can I find Widow’s Walk? Widow’s Walk should be available at hobby stores, mass market, and online retailers where Wizards of the Coast products are sold. Who is Lone Shark Games? Lone Shark Games is a Seattle-based design studio that specializes in board and card games, large-scale interactive events, puzzles, alternate reality games, marketing games, and more. Additionally, Lone Shark’s President, Mike Selinker, was the lead developer for the Betrayal base game and therefore has an intimate knowledge of the game. Will you continue to partner with third parties to produce Avalon Hill board games? We will continue to explore partnerships with external partners to bring our fans the best gaming experiences possible. Hey! Where’s my ghost & speed tokens? While we strive for extraordinary quality with all of our products, as those of you who've discovered an Underground Lake on the upper floor in the Betrayal base game know, every now and then we unintentionally miss something. In this case, four tokens (the Ghost and three speed tokens) fell off the token sheet and we didn’t catch this until the game was already printed. Please accept our apologies and feel free to download a PDF version of the missing tokens here.

Game Play Questions & Answers

COMPATIBILITY WITH 1st EDITION

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Can I play Widow’s Walk with a 1st edition copy of the game? Widow’s Walk is designed for use with the 2nd edition. Playing it with a 1st edition copy will require you to make a few adjustments. Most tokens changed from 1st edition to 2nd edition, so you may need to use a different combination of tokens to represent whatever you need. Also, five item cards (Coin, Druidic Charm, Rope, Skeleton Key, and Toy Monkey) were removed from 1st edition and replaced with two item cards (Dark Dice and Music Box) in 2nd edition. While none of these are critical in Widow’s Walk for this reason, the 1st edition item Rope may cause some confusion given that there is a new omen called Rope. Solution: When playing Widow’s Walk with a 1st edition game, modify the listed tokens in each haunt as needed. In the haunt books for Haunt 82: “Get A Clue”, the references to Rope should only apply to the Widow's Walk omen Rope rather than the 1st edition item Rope. In the Traitor’s Tome for Haunt 95: “Nanny Interrupted”, the Special Movement Rules can apply to either the 1st edition item Rope or the Widow's Walk omen Rope. ROOM TILES In the trait-adding rooms, how do the explorer tokens work? Put your explorer token on the room when you activate its power at the end of your turn. In the base set, these tiles should be adjusted to account for your explorer token. Solution: On the base set’s room tiles Chapel, Gymnasium, Larder, and Library, after “if you end your turn here,” treat each room as if it said, “put your explorer token here and…” In the Treehouse, does the plant token lead to the larger door or just the Treehouse in general? The larger door. It’s several stories up, so that door connects to the Upper or Roof room.

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Solution: On the room tile Treehouse, change the second sentence from “This room is adjacent to that door.” to “This room’s larger door is adjacent to that door.” CARDS In Acupuncture, do I go to an adjacent room whether I lose 1 Sanity or attempt the Might roll? No, only if you lose the Sanity. Solution: On the event card Acupuncture, change “Go to an adjacent, discovered room and lose 1 Sanity, or attempt a Might roll:” to “You may go to an adjacent, discovered room and lose 1 Sanity. If you don’t, attempt a Might roll:” Do I have to walk through the Misty Arch? No. Solution: On the event card Misty Arch, change “Remove your figure” to “If you do, remove your figure”. When I draw the Letter, do I have to hand over my explorer token to another explorer right away? And can I teleport to them right away? Yes and yes. Solution: On the omen card Letter, change the text to “You may immediately hand one of your explorer tokens to another explorer. On your turn (including this one), you may move to that explorer’s room, then discard this omen and the explorer discards your explorer token.” SECRETS OF SURVIVAL

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In Haunt 52: Prism, how do the heroes know when they are in an exit room? Even if they figure out the sequence, how do they know which one in the sequence is the exit room? You have to figure it out from the traitor’s actions. However, we probably should tell you that. Solution: In the Secrets of Survival for Haunt 52, at the end of What You Know About the Bad Guys, add the sentence “The traitor is obsessed with mathematical sequences and has used that obsession to inform the placement of traps and the exit room.” In Haunt 59: She Is Not Amused, are the Hoplites monsters? Not in the traditional sense, though they use some monster rules. Solution: In the Secrets of Survival for Haunt 59, in the third paragraph of How Petrification Works, delete “Hoplites ignore all negative room and card text.” and put at the end of that paragraph, “A Hoplite ignores all negative room and card text, and is treated as a monster under your control while you move and attack with it, but is otherwise not a monster.” In Haunt 59: She Is Not Amused, does a mirror add 2 dice against Medusa’s gaze? Yes. Solution: In the Secrets of Survival for Haunt 59, in the third paragraph of How Petrification Works, add to the end of the second paragraph of Special Attack Rules, “You also gain these dice against the Medusa’s gaze.” In Haunt 67: Murderball, can the Blood Dagger be dropped in the Nursery? Yes, but it hurts. Solution: In the Secrets of Survival for Haunt 67, at the end of the first bullet of How to Free the Spirit, add, “The Blood Dagger can be dropped in the Nursery, but is treated as if it’s stolen.” In Haunt 69: No Noose Is Good News, how much damage do I take when the traitor draws a body part for me?

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As shown in the Traitor’s Tome, you take 1 die of physical damage. Solution: In the Secrets of Survival for Haunt 69, in the second paragraph of How to Play the Gallows Game, change “1 point of physical damage” to “1 die of physical damage”. In Haunt 71: The Other Side, what type of damage requires me to lose Sanity? Only mental damage. Solution: In the Secrets of Survival for Haunt 71, in the Special Attack Rules section, change the third sentence of the first bullet to “If you take mental damage, you must lose Sanity instead of Knowledge.” In Haunt 71: The Other Side, what happens if a Ghost discards an item like the Dynamite? If there are not enough items left, can the traitor win? You can’t discard items. Solution: In the Secrets of Survival for Haunt 71, in the Special Item and Omen Rules section, change the paragraph to, “You may not discard, drop, trade, or steal item cards or omen cards.” In Haunt 77: They’re Always After Me, what happens if we kill the Leprechaun? You win. Solution: In the Secrets of Survival for Haunt 77, change the You Win When text to “. . . you kill the Leprechaun or find the Pot of Gold.” In Haunt 78: The Devil’s Name, how does the traitor destroy the Tomes of Lore? That’s not actually something the traitor does. Solution: In the Secrets of Survival for Haunt 78, in the last paragraph of What You Know About the Bad Guys, replace "The fiend knows the danger of the Tomes of Lore, though, and seeks to destroy them. He can do so in the Furnace Room or the Kitchen. Get

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to the Tomes before the Fiend does. For each Tome destroyed, the mystery of the Fiend’s name becomes more elusive." with "The tomes are represented by pentagonal item tokens. The fiend knows the danger of the tomes, so get to them as fast as you can." In Haunt 87: Sibling Rivalry, how does the Headmistress move? You enter her room and then she moves with you as far as you want. Solution: In the Secrets of Survival for Haunt 87, after the first sentence of How to Perform the Exorcism, add “On your turn, you can pick up the Headmistress when you enter her room, move her token with your figure, then stop moving with her at any point during your movement.” In Haunt 87: Sibling Rivalry, if a Sibling is in a cleansing room, can I cleanse the Sibling, or do I have to drag the Sibling to a cleansing room? You can cleanse the Sibling whenever you’re in the same room on your turn. Solution: In the Secrets of Survival for Haunt 87, change the first sentence of the second bullet of How to Perform the Exorcism to “Once the exorcism ritual has been performed, each Sibling needs to be cleansed by a hero when the Sibling is in a room containing a Sanity Roll token on that hero’s turn.” In Haunt 89: One of the Master’s Affairs, is there a Trait Roll token for Speed? While we strive for extraordinary quality with all of our products, as those of you who've discovered an Underground Lake on the upper floor in the Betrayal base game know, every now and then we unintentionally miss something. In this case, four tokens (the Ghost and three speed tokens) fell off the token sheet and we didn’t catch this until the game was already printed. Solution: In the Secrets of Survival for Haunt 89, in the Stage a Farce section, use an item token to represent when you fail at a Speed roll or download a PDF replacement token sheet here.

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In Haunt 92: Ghost at the Finish Line, is there a Ghost token? Maybe there is and you can’t see it? It is a ghost, after all. Or perhaps the ghost token was unintentionally left out and we didn’t catch it until the game was already printed. Solution: In the Secrets of Survival for Haunt 92, in the Right Now section, you may change “Ghost token” to “Banshee token” or download a PDF replacement token sheet here. In Haunt 93: Owl’s Moving Castle, what happens if we kill the traitor? You win. Solution: In the Secrets of Survival for Haunt 93, in You Win When..., change the text to “. . . you kill the traitor or turn the traitor back into a Human.” In Haunt 93, Owl’s Moving Castle, does my Knowledge attack deal damage? That attack deals mental damage just like a Might attack would deal physical damage. Solution: In the Secrets of Survival for Haunt 93, after the first sentence in Special Attack Rules, add “This attack deals mental damage.” In Haunt 93: Owl’s Moving Castle, when I’m an Owl, can I land on tiles that have been flipped? Yes, and you can leave them if they connect to unflipped tiles with adjacent doors or windows. Solution: In the Secrets of Survival for Haunt 93, in How to Act When You Are a Human, change “You cannot walk on tiles that have been flipped.” to “You cannot enter tiles that have been flipped. You may exit flipped tiles through edges that connect to doors or windows on unflipped tiles.”

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In Haunt 94: Last Will and Tournament, can you still steal items from the traitor by attacking and doing the 2 points of damage necessary to steal an item? Yes. Solution: In the Traitor’s Tome for Haunt 94, change the text of Special Attack Rules to “As usual, the only explorer you may attack and steal from normally is the traitor. However, instead of your normal attack, once during your turn, you may attempt to steal a Bequest of another explorer in your room, either by persuading the explorer that the Bequest isn’t worth dying over (using Sanity), or by relating an old story from Aunt Edwina that proves the Bequest means more to you than it does to the explorer (using Knowledge). If you do this while in a room with an item symbol, add 1 die to your attack. This attack deals no damage, but if you defeat the other explorer, you roll on the Bequest Disposition table. If you don’t, your attack has no effect.” In Haunt 94: Last Will and Tournament, do you roll to see who becomes the traitor next at the end of each turn, or just at the end of the current traitors turn? At the end of every turn. Solution: In the Traitor’s Tome for Haunt 94, change the header YOU MUST DO THIS ON EVERY TURN to YOU MUST DO THIS ON EVERY EXPLORER’S TURN. In Haunt 95: Nanny Interrupted, where does a baby land when jumping out of the upper windows? Next to the room on the same side of the house that’s farthest from the front door. Solution: In the Secrets of Survival for Haunt 95, after the first sentence of the first bullet of Special Movement Rules, add “If you exit a room on the upper level or roof, put your explorer token outside next to the room on the same side of the house that is farthest away from the front door.”

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In Haunt 95: Nanny Interrupted, what does a baby attack with when trying to escape? You can use Might (your normal attack) or Speed (as provided by the previous paragraph). Solution: In the Secrets of Survival for Haunt 95, after “If you are picked up by the Nanny, the first thing you must do during your turn is attack the Nanny to get her to drop you.” add “You may use your normal Might attack or the Speed attack listed above, even though that one does not deal damage.” In Haunt 95: Nanny Interrupted, do all babies have to be free from the Nanny’s clutches when you’re outside the front door for the babies to win? Yes. Solution: In the Secrets of Survival for Haunt 95, change the You Win When text to “. . . you are all not carried by the Nanny and you are all on the outside of the front door next to the Entrance Hall, which is locked.” In Haunt 97: Lambs to the Slaughter, do the Wolves come in if no Barricades remain in the house or at the door I checked? That specific door. Solution: In the Secrets of Survival for Haunt 97, change “If no Barricades remain and a non-blank side was rolled, the Wolves come in and slay all the explorers, except for their lost pup . . .” to “If no Barricades remain at that door and a non-blank side was rolled, the Wolves come in and slay all the explorers, except for their lost pup . . .” In Haunt 100: Let’s Play a Game, what happens to my teammate’s Obstacles if they die? Can I attack my teammates? The Obstacles go away when your teammate dies. You can’t help make that happen. Solution: In the Secrets of Survival for Haunt 100, add a bullet to the end of How to Reveal and Vanquish Challenges which reads,

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“Members of the team are not their teammates’ opponents. If a teammate dies, discard that teammate’s tokens.”

TRAITOR’S TOME In Haunt 53: Till Morning Light, how many Surgers can I place each turn? One per ground floor room with an open doorway. If you’re in the Entrance Hall and you have the Key, you can place that room’s Surger without rolling for it. Solution: In the Traitor’s Tome for Haunt 53, in How to Let the Surgers into the House, change the text to “During your turn, in each ground floor room with a door that’s not connected to a room, you may roll 3 dice, with 1 fewer die for each hero in the room. If you roll 3+, put a Surger in the room. If you are in the Entrance Hall and have the Key, you place that room’s token automatically.” In Haunt 55: She Is Not Amused, can Medusa attack a petrified hero or a statue that has not turned into a Hoplite? No. Solution: In the Traitor’s Tome for Haunt 55, at the end of the second bullet of Special Attack Rules, add “You cannot attack a petrified hero or a statue that has not turned into a Hoplite.” In Haunt 63: Shush, do I have to the explorers how the box is opened? Yes, when they have found all the uncursed spellbooks. Solution: In the Traitor’s Tome for Haunt 63, in When a Hero Collects a Spellbook, add a new bullet point that says, “When the heroes have all of the uncursed spellbooks, tell them that a hero may pick up and open the Voicebox.” Then, in Interacting with the Voicebox, change all of the text to read, “Until the heroes have collected the right number of uncursed Spellbooks, no one (including yourself) can pick up and open the Voicebox. If the Voicebox is

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opened, remove the Box card from the game and inform the heroes that their voices have returned. You take 1 die of damage to each of your traits. The heroes can now damage you normally, but you don’t have to tell them that.” In Haunt 68: He Who Must Not Be Read, can Maldovo attack only with Might? No, he can also attack with Sanity. Solution: In the Traitor’s Tome for Haunt 68, add a paragraph after the first bullet of Special Attack Rules that reads, “You may attack with Might or Sanity. Your Might attack deals physical damage and your Sanity attack deals mental damage.” In Haunt 68: He Who Must Not Be Read, what trait values does a Wraith have? The explorer’s starting values. Solution: In the Traitor’s Tome for Haunt 68, in Special Attack Rules after “becomes a Wraith”, add “with traits equal to the explorer’s starting values.” In Haunt 68: He Who Must Not Be Read, can a hero attack multiple Soulcruxes on the same turn? No. Doing so ends the hero’s turn. Solution: In the Traitor’s Tome for Haunt 68, add an unbulleted paragraph the bullets of Special Items Rules that reads, “Destroying a Soulcrux ends a hero’s turn.” In Haunt 71: The Other Side, when I steal an item, do I just have to take it to any room? No, a room with an omen symbol. Solution: In the Traitor’s Tome for Haunt 71, in the How to Put a Ghost to Rest section, change “On your turn, you may take that item to a room in the house.” to “On your turn, you may take that item to a room in the house with an omen symbol [RAVEN].”

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In Haunt 73: Existence Precedes Essence, can the Head die? Yes, by reducing its Might or Speed to 0 in one attack. In addition, you can’t die until the Head dies. Solution: In the Traitor’s Tome for Haunt 73, add a final bullet in Special Attack Rules which reads, “You cannot be killed until your friend the Head is killed. (Woe!) The Head can only be killed by being dealt 5 physical damage in one attack. Remove the Head from the game, then you can be killed normally.” In Haunt 79: The Twins, how do I trace the path between the nodes? Can I use features like the Secret Stairs? Any path you can trace as if you were moving is fine. Since you’re the traitor, you can ignore locked doors, move through the Secret Stairs, enter dumbwaiters, or whatever else you can do without playing cards. Solution: In the Traitor’s Tome for Haunt 79, at the end of You Win When, add “A path may be any path of movement you could accomplish as the traitor without going through the same door or other exit twice.” In Haunt 84: Forget to Remember, if the heroes kill a loyal traitor, do they win? No. Solution: In the Traitor’s Tome for Haunt 84, change the last bullet of Special Attack Rules to “If you are loyal and a hero kills you, the hero sees in your eyes that you are innocent and loses 2 Sanity. Since you were never possessed by Richard Smith, nobody wins.” In Haunt 89: One of the Master’s Affairs, what happens if all the heroes die? The traitor wins. Solution: In the Traitor’s Tome for Haunt 89, in You Win When, change the text to “. . . the Turn/Damage track reaches 0 and you blast off to the stars with at least one hero in the house, or all the heroes are dead.”

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In Haunt 95: Nanny Interrupted, where does the Nanny land when jumping out of the upper windows? Next to the room on the same side of the house that’s closest to the front door. Solution: In the Traitor’s Tome for Haunt 95, after the first sentence of the first bullet of Special Movement Rules, add “If you exit a room on the upper level or roof, put your explorer token outside next to the room on the same side of the house that is closest to the front door.” In the meta-haunt Seasons of the Witch, how do I put a Speed Roll token by the Witch? While we strive for extraordinary quality with all of our products, as those of you who've discovered an Underground Lake on the upper floor in the Betrayal base game know, every now and then we unintentionally miss something. In this case, four tokens (the Ghost and three speed tokens) fell off the token sheet and we didn’t catch this until the game was already printed. Solution: In the Traitor’s Tome for the meta-haunt Seasons of the Witch, in After Month 12, use an item token to represent when you succeed at a Speed roll against the Witch. RULES SHEET Do monster tokens always represent monsters? In Widow’s Walk, monster tokens are sometimes used for other purposes. They are considered monsters when they are put into play under the traitor’s control or otherwise used against heroes. But in some cases (such as Flesh in Haunt 59, Electors in Haunt 66, or Fire in Haunt 91), monster tokens don’t represent monsters. This is commonly when something represented by a monster token doesn’t have any physical or mental traits. So rules that affect monsters don’t affect them. Solution: In the rule sheet, in the Glossary Update between Companion and Outside, add the entry “Monster: A being

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represented by a monster token that has one or more traits. Monster rules apply to monster tokens only when they represent monsters.” In the Drawing Room, if you choose an omen and the haunt roll triggers the haunt, which line of the table do you use to decide which haunt to play? If you draw an omen card and trigger the haunt, discard tiles from the room stack until you find a room with an omen symbol and place it in the house and use that room to determine the haunt.


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