You’re standing in a dusty foyer. The front door just slammed shut, locking itself with a heavy, supernatural thud. To your left, a creepy basement stairs; to your right, a library that smells like rotting parchment. You’re playing Betrayal at House on the Hill, and honestly, you're probably going to die. But that's kinda the point.
Most board games want to be fair. They spend years in playtesting to make sure every player has an exactly equal chance of winning. This game? It doesn't care about your feelings or "game balance." It’s a chaotic, semi-cooperative horror movie in a box that has spent the last two decades becoming a staple of tabletop nights. Originally released in 2004 by Avalon Hill (designed by Bruce Glassco and developed by Rob Daviau, Bill McQuillan, Mike Selinker, and Teutant Vosburgh), it’s currently in its third edition. It's clunky. It's sometimes broken. And it's one of the best experiences you can have with a group of friends.
The Haunt is Everything
The game starts out simple enough. You and your friends explore a modular mansion, flipping over room tiles and collecting items. You might find a "Sacrificial Dagger" or a "Madman" who follows you around. It’s all fun and games until someone fails a Haunt roll.
This is where the game earns its reputation.
Suddenly, the "House on the Hill" turns on you. One of your friends—maybe the one who was just sharing their healing paste with you—becomes a Traitor. They take the Traitor’s Tome, you take the Secrets of Survival book, and everyone goes into separate rooms to read their new rules. There are 50 different scenarios in the base game. One minute you’re fighting a giant bird that’s carrying the house away, and the next, you’re shrinking and trying to escape a toy airplane.
It’s erratic.
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Sometimes the Traitor is so powerful they crush the heroes in two turns. Other times, the heroes have found the exact right item (like the Spear) to kill the monster immediately. If you’re looking for a tight, competitive strategy game like Chess or Terraforming Mars, you’re going to be disappointed. You play this for the story. You play it because you want to see if your character, the little boy Brandon Jaspers, can survive being hunted by a mummy while stuck in the Coal Cellar.
Third Edition vs. Second Edition: What Actually Changed?
If you’re scouring eBay or looking at a shelf in a game store, you’ll see different versions. Let's be real: the Second Edition (the one with the green box) was the standard for over a decade, but it had some major issues. The character cards were these weird pentagonal things, and the plastic clips used to track your stats would slide around and ruin everything. You’d accidentally bump the table and suddenly your speed stat went from a 4 to an 8.
The Third Edition, released in 2022, fixed a lot of the mechanical jank.
The art is much more modern. They ditched the clips for dials. Most importantly, the developers reworked the Haunts. In the older versions, you could trigger the Haunt five minutes into the game before anyone had any items, which basically meant the game was over before it started. The Third Edition uses a "Haunt Roll" system that makes it much harder to trigger the end-game too early. It gives you time to actually explore.
However, some old-school fans miss the campy, 1970s B-movie aesthetic of the 2010 version. The new one feels a bit more "Prestige Horror." It's cleaner, but maybe a little less "Evil Dead."
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Why the Game Usually Breaks (And Why That’s Okay)
I've seen games of Betrayal at House on the Hill end in absolute disaster because a rule was ambiguous. Since there are 50 unique scenarios, the rulebook can't cover every single interaction. You’ll be in the middle of a fight with a ghost and realize the Traitor’s book says one thing while the Heroes' book says another.
In a "serious" game, this would be a dealbreaker.
In Betrayal, you basically just have to make a "house rule" on the fly and keep moving. The game is a narrative engine. If you spend forty minutes arguing about whether a zombie can use an elevator, you’ve missed the point. Just decide that zombies can't press buttons and keep running for your life.
There's also the "Betrayal Legacy" version, which is widely considered one of the best legacy games ever made. It takes the core mechanics and spreads them across a multi-generational campaign where you play members of the same families over hundreds of years. If you can find a copy—it’s getting harder to track down—buy it. It fixes the narrative disconnects of the standalone game by giving the house a permanent, evolving history.
The "House on the Hill" Meta: Characters to Watch
Each character has four stats: Might, Speed, Knowledge, and Sanity. They’re grouped into pairs. If your Might or Speed drops to zero, you're dead. If your Sanity or Knowledge drops to zero, you're... also dead, usually.
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- Flash Williams: He's the high-speed athlete. He’s great for exploring the house quickly, but he usually has the mental fortitude of a wet paper towel.
- Professor Longfellow: High knowledge, low physical stats. He’s the guy you want decoding the ancient scrolls while the monsters are banging on the door.
- Ox Bellows: The powerhouse. If something needs to be smashed, Ox is your guy. Just don't ask him to solve a riddle.
The sheer randomness of who becomes the Traitor is what keeps the game fresh. There is nothing quite like the tension of realizing that the person with the most items is about to turn into a werewolf and they are standing right behind you in the Kitchen.
Pro-Tips for Your First Haunt
If you're the Traitor for the first time, don't panic. Read your rules twice. Most Traitors lose because they forget a special ability or a "passive" power the house gives them. You usually control the monsters, and monsters in this game don't play by the same rules as humans. They don't have to roll to leave a room with an opponent. Use that.
For the Heroes? Stick together.
Splitting up is how people get picked off in horror movies, and it’s how you lose in Betrayal at House on the Hill. You need to pool your items. If one person has the "Bell" and another has the "Book," they probably need to be in the same room to stop the ritual.
Actionable Steps for a Better Game Night
- Set the Atmosphere: This sounds cheesy, but play a "Spooky Ambient" playlist on YouTube. It masks the sound of people shuffling through rulebooks and keeps the tension high.
- Read the Flavor Text: Don't just say "I use the Spirit Board." Read the little italicized story blurb. It makes the Haunt feel like a movie rather than a math problem.
- Use the Dials (3rd Edition): If you're playing the older version, just use a companion app on your phone to track stats. The physical clips are genuinely terrible and will frustrate your players.
- Embrace the Unfairness: Sometimes the house wins. Sometimes the Traitor gets lucky and spawns right on top of the objective. Laugh about it, pack the tiles away, and start a second round. A full game usually only takes 60 minutes.
- Check the Errata: If a Haunt seems truly impossible or broken, a quick search on BoardGameGeek will usually reveal a "clarification" from the designers that fixes the issue.
The "House on the Hill" isn't a place you go to win. It's a place you go to see who among your friends is the most likely to sell your soul to a demon for a shiny trinket. It’s messy, it’s frustrating, and it’s arguably the most memorable board game on my shelf. Just stay out of the basement if you can help it.
Nothing good ever happens in the basement.