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F4541 - en Us - Betrayal at House On The Hill Third Edition Secrets of Survival Book

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100% found this document useful (1 vote)
161 views60 pages

F4541 - en Us - Betrayal at House On The Hill Third Edition Secrets of Survival Book

Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 60

of

Secre t s
Sur vi val
Do not read
until the haunt scenario begins!
Key to the symbols Variable player count

EVENT ITEM OMEN { / / / 3 4 5 6 }


In the haunts, values for aspects of a haunt might be different for
different numbers of players. For example, the traitor may have
SPECIAL MONSTER more pet hellhounds in a five-player game than they would in a
ACTION INFORMATION three-player game. In this example that shows 1, 5, 7, and 9 as
sample values, note the variable player count:
{1/5/7/9}
1 = three-player game
STARTING IMPORTANT Death 5 = four-player game
(LANDING) CHANGES
TILE 7 = five-player game
9 = six-player game
Token reference

Double-sided
Tokens

Food / Trap

Videotape / Portal

Contract / Altar
Large Monster Tokens

1-20 Small Secret Passage Blessing Obstacle Fire


Monster Tokens
On / Off

Rune Tokens
Searched / Hidden

blood / nest
Number tokens Trait Tokens

Character Tokens
INTRODUCTION
The introduction sets up the haunt’s story for both the heroes and the
traitor, which will be different for each side. There aren’t any rules in this
section, but there might be clues as to what the other side is up to.

SETUP
If your side has any specific setup steps, this is where they will be listed.
Both sides will have different setup requirements. All setup happens before
the first turn of the haunt, and it may significantly change what the house
looks like.

SPECIAL ACTIONS
Most haunts provide rules like this, for special actions you may take on
your turn. These actions are indicated by the symbol , and they are
always optional. You may perform any number of special actions on your
turn, but you may only perform each special action once per turn. Any
special rules associated with those actions will be listed with them.

TOKENS NEEDED
A list of every token needed to play this haunt, often with a description of
what they represent. This section will be the same in both haunt books.
Don’t worry if your haunt book doesn’t tell you how a token works—the
other team will have that information.

IF YOU WIN
Sometimes everything goes according to plan. If your side wins, read this
section out loud for a flavorful closing scene.

SPECIAL RULES
Each haunt has some special rules, like this. These rules may always be
in effect, for example, changes to how tile discovery works, or they may
trigger when specific events occur, such as the end of your turn, or the
death of a character.

4 Secrets of Survival
Stacked Like Cordwood 2:
Crimson Jack Returns
Scenario Card: NONE Haunt Trigger: “A Splash of Crimson”
1
TRAITOR: Haunt Revealer
Read First!
INTRODUCTION
Your parents used to use Crimson Jack as a cautionary tale. “Don’t stay out too late,” they’d
say, “or Crimson Jack will get you!” As you tell of the serial killer’s evil deeds, an unnatural
smile flickers across your friend’s lips and a chill runs down your spine. Your companion, it
seems, was out after dark… .
SETUP
1. The heroes have no additional setup steps.
2. The player to the left of the traitor will take the first turn after setup.

Once during your turn, you may


OBJECTIVE Learn about Jack
You win when you exorcise
Jack’s Spirit While on the Library tile, make a Knowledge roll.
• Kill the traitor to release 5+ Give a Knowledge of Jack token to a hero who does not already
Jack’s Spirit. have one.
• Exorcise Jack. 0–4 Nothing happens.

Tokens Needed When you attack the traitor or are attacked


Jack’s Spirit Token by Jack’s Spirit
If you have a Knowledge of Jack token, add 2 to the result of
2 Sanity Tokens – Exorcism Circle
your roll.
2 Might Tokens – Knowledge of Jack
Once during your turn, you may
Study the Exorcism
If You Win While on a tile that has an Event symbol, make a Knowledge roll.
With a flash of light, a puff of smoke,
and a whiff of sulfur, Jack’s Spirit 5+ Place an Exorcism Circle token on your tile or move one there if
they are both on the board.
vanishes. That’s the last you’ll see of
him… you hope. 0–4 Take 2 Mental damage.
Once during your turn, you may
Exorcise Jack’s Spirit
While on the same tile as Jack’s Spirit, make a Sanity roll.
For each Exorcism Circle token in your region, add 1 to the result of
your roll.
7+ You win! You exorcise Jack’s Spirit.
0–6 Each hero takes 1 Physical damage. Jack won’t go easily.

When the traitor dies


The traitor will place a Large Monster token on the tile with an Omen
symbol that is farthest from their corpse. This is Jack’s Spirit.

Secrets of Survival 5
2 FRIENDS FOREVER
Scenario Card: Cursed!
Traitor: Hidden Traitor
Haunt Trigger: Ring

Read First!
INTRODUCTION
For the past week, you’ve lived the same day over and over again. You have no idea what is
happening, or why, but today you’ve been led to this house, to this room, where you discover
a ring engraved with strange symbols. When you slip it onto your finger, you suddenly feel
different, as though you can momentarily step outside of the time loop. You know that you
must dispel this curse and break out of the loop before the day restarts yet again... but
something tells you that one of your friends doesn’t want that to happen.
SETUP
1. Find the Number tokens labeled 1 through {3/4/5/6} and shuffle them, face-down. Give one to each player.
2. Each player then looks at their token, without revealing it to anyone else. The player with the token labeled 1 is
the traitor.
3. Set the Number Track to {6/5/4/3}.
4. The player to the left of the haunt revealer will take the first turn after setup.

Hidden Traitor
OBJECTIVE The traitor begins this haunt hidden from the rest of the explorers.
The heroes win when the Ring
has been destroyed OR when the • The player who has the token labeled “1” is the traitor. Players may
traitor is dead. look at their own tokens at any time.
The traitor wins when all of the • You may not reveal your number tokens to other players unless
heroes are dead, OR when the instructed, but you may claim to hold any number(s).
Number Track is at 0. • All explorers may attack other explorers.
Tokens Needed • It costs two moves to leave a tile occupied by another explorer. After
the traitor is revealed, heroes no longer act as obstacles to each
Number Track other. (They will still act as obstacles to the traitor.)
Number Tokens
At the end of the haunt revealer’s turn
TILES WITH TIME Move the Number Track down by 1. Then, each hero may return to a
Landing tile; any hero who does not do so takes 2 Mental damage.
Disturbances
Panic Room – Basement
Furnace Room – Basement
Ballroom – Ground Floor
Operating Theatre
– Basement/Upper Floor
Junk Room – Ground Floor/
Upper Floor

6 Secrets of Survival
Once during your turn, you may
Destroy the Ring! If the heroes win
This whole time you thought it strange
While holding the Ring, you may make a Speed or Knowledge roll.
Add 1 to the result of your roll for each hero on a tile with a that your friend had been so quiet
time disturbance. lately. You figured they were just a
little mad at something you’d said,
7+ If the traitor is dead, you win! If the traitor is not dead, they but you didn’t think they would be
must reveal themselves now. The Ring is destroyed!
mad enough to trap you in a time
0–6 Take 6 General damage. Place your explorer on any Landing tile. loop just so they could kill you over
What went wrong? and over again. You might have lost a
friend, but after destroying the ring,
If you are the traitor time can finally move forward again.
• You may reveal your Number token just before someone successfully
Destroys the Ring! If you do, return all heroes to any Landing tiles of If the traitor wins
your choice. The hero trying to Destroy the Ring! can fail as a result. You discovered that you could control
• When you reveal yourself as the traitor, heal all of your traits and gain time with the ring. Luckily, your
1 Might. annoying “friends” didn’t catch on
• If you have revealed yourself, you do not take damage if you do not that you’re the one who created the
return to a Landing tile at the end of the haunt revealer’s turn. time loop. They didn’t know that this
wasn’t the first time you’d murdered
them... and now they never will.

Secrets of Survival 7
3 THE DUST
Scenario Card: NONE
Traitor: Hidden Traitor
Haunt Trigger: "A VIAL OF DUST"

Read First!
INTRODUCTION
It’s dusty in here. As you inhale, you know something is wrong. The dust in this house is
something else. It hasn’t taken a hold of you yet, but you begin to feel… violent. You can
feel that whatever is in the dust wants to spread, and feed, and infect. By now, one of your
friends must already be infected. But who? You reason that the cure must be somewhere in
the house, and you resolve to find it before it’s too late.
SETUP
1. Find three Number tokens for each player. These represent the Sickness. In games with 3–5 players, there should
be one “1” token. In a 6-player game, there should be two “1” tokens.
2. Shuffle the Sickness tokens face-down, and give three to each player.
3. Place the Monster Card to the left of the haunt revealer. The monsters will take their turn after that player.
4. The player to the left of the haunt revealer will take the first turn after setup.

Hidden Traitor
OBJECTIVE The traitor(s) begin this haunt hidden from the rest of the explorers.
The heroes win when they cure
the dust. • All explorers may attack other explorers.
The traitors win if all explorers • It costs two moves to leave a tile occupied by another explorer.
have become traitors or died. • Any player who has (or had) a Sickness token labeled “1” is a traitor.
Players may look at their own tokens at any time. You are still a
Tokens Needed traitor even if you no longer have a token labeled “1.”
Number Tokens – Sickness • You may not reveal your number tokens to other players, but you may
8 Rune Tokens – Research claim to hold any number(s).
Once during your turn, you may
Search for a Cure
Tiles where you While on a tile with an Omen symbol, make a Knowledge or
can research Sanity roll. You may not make this roll on a tile that already has
Laboratory – Ground Floor a Research token.
Operating Theatre – Basement/ 5+ Place a Rune token on this tile. This represents Research.
Upper Floor 0–4 Swap one of your Sickness tokens at random with the player to
Observatory – Upper Floor your left. The dust wants to spread.
Kitchen – Ground Floor

8 Secrets of Survival
Once during your turn, you may
Cure the Dust If the heroes win
You plunge a makeshift syringe into
While on a tile where you can research, make a roll with any trait.
For each Research token in the house, add 2 to the result of this roll. your arm, and your cough quickly
ceases. You stop seeing red, but
13+ You win! the dust particles continue to float
0 –12 Swap one of your Sickness tokens at random with the player to throughout the house. You’d best
your left. The dust wants to spread. leave quickly, before your immunity
Once during your turn, you may
wears off.
Control Impulses If the traitor wins
While on a tile with another explorer, you may trade one of your The feverish rush out of the house
Sickness tokens at random with that explorer. That explorer must to wreak havoc upon the town. Dust
agree to the trade. The dust wants to spread. to dust.
At the End of Your Turn
• If you are on a tile with another explorer, swap one of your Sickness
tokens at random with them. If multiple explorers are on your tile,
swap tokens with each of them one at a time. An explorer who
receives a Sickness token labeled “1” at any time permanently
becomes a traitor (even if they later lose that token).
• If you did not swap Sickness tokens this turn (either by “Control
Impulses” or by ending your turn on a tile with another explorer),
take two dice of General damage.
• If this kills you and you are a traitor, bury your Items and Omens.
Replace your explorer with a Small Monster token—you are now one
of the Feverish. The dust wants to spread.
If You Die
Do not reveal the numbers on your Sickness tokens. They must remain
hidden from the other players.

If your explorer has died, take your turn as one


of the Feverish during the monster turn.

Monster: The Feverish


Might 6 Speed 5 Sanity 3 Knowledge 3
The feverish take their turn after the haunt revealer.
Each Feverish is controlled by a revealed traitor whose
explorer has died.

Secrets of Survival 9
4 FREE THE REALTOR
Scenario Card: FOR SALE
Traitor: No Traitor
Haunt Trigger: DOG

Read First!
INTRODUCTION
You’ve come for a tour of the house, which was recently listed for sale. As you prepare to
leave, the realtor steps between you and the door. She blushes, apologizing, “I haven’t been
able to leave this house since I walked through that door forty years ago. Some sort of curse,
I’m afraid. To free myself, I have to kill you. I’m really sorry about this, but I’m kind of
running out of options.”
SETUP
1. Place the Demon token on the Entrance Hall tile. This is the Demon Realtor.
2. Place the Monster Card to the left of the haunt revealer. The Demon Realtor will take its turn after that player.
3. Find 6 Fire tokens. Place {3/2/1/0} of them on tiles with heroes. These mark Cleansed Rooms, which will help
you to perform the ritual. Do not place more than one token on a tile. Set the remaining tokens aside.
4. The player to the left of the haunt revealer will take the first turn after setup.

Cooperative Haunt
OBJECTIVE This haunt has no traitor. You are all fighting to survive.
You win when you perform the
ritual to free the realtor from her Once during your turn, you may
curse Gain Knowledge of the Curse
• Knowledge of the Curse will While on a tile where you can study, make a Knowledge roll.
help you to complete tasks.
• Cleansed Rooms will help you 5+ Take a Knowledge token. This represents Knowledge of the Curse.
to perform the ritual. If you already have a Knowledge token, give one to an explorer on
• Wards of Protection will help your tile without one.
you fight the Demon Realtor. 0–4 Nothing happens. You can figure this out, you just need more time.
Tokens Needed Once during your turn, you may
Demon Token – Demon Realtor Cleanse the Room
6 Fire Tokens – Cleansed Room While on any tile that has an Event symbol, make a Speed roll. If you
2 Might Tokens – Ward of Protection have a Knowledge token, add 2 to the result of your roll. You cannot
make this roll if there is already a Fire token on your tile.
2 Knowledge Tokens – Knowledge
of the Curse 6+ Place a Fire token on your tile. This represents a Cleansed Room.
0–5 Nothing happens. Maybe try to recite the incantation more quickly?

10 Secrets of Survival
Once during your turn, you may
Prepare Wards Tiles where you
While on a warding tile, make a Might roll. If you have a Knowledge can STUDY
token, add 2 to the result of your roll. Library – Ground/Upper Floor
6+ Take a Might token. This is a Ward of Protection. You strengthen Chapel – Ground Floor
your defenses. Laboratory – Ground Floor
0–5 Nothing happens. Time is running out!
Warding Tiles
Once during your turn, you may Nursery – Basement/Upper Floor
Perform the Ritual Armory – Basement/Ground Floor
While on the same tile as the Demon Realtor, make a Sanity roll. Add Graveyard – Ground Floor
1 to the result of your roll for each Fire token on a tile in your region.
If your explorer is on the Ritual Room tile, also add 1 to the result. If
you have a Knowledge token, also add 2 to the result. If YOU WIN
13+ You win! You successfully rid the realtor of her curse! The realtor cries, overwhelmed,
“I’m going to go see a movie—or
9–12 Nothing happens. End your turn. maybe get ice cream—or maybe I’ll
0–8 Each hero loses 1 Sanity. End your turn. The realtor screams. go to Paris or Tokyo!” You place a
comforting hand on her shoulder and
After the haunt revealer’s turn, the Demon offer, “Maybe’s let’s just start with
Realtor takes her turn. getting some food from the place down
the road?”

Monster: Demon Realtor


Might 5 Speed 3 Sanity 6 Knowledge 4
The Demon Realtor moves toward the closest hero and attacks
with Sanity (if she is on the same tile).
The Demon Realtor cannot be stunned. If you damage her, you
may move her up to that many tiles, instead.

When you attack or are attacked by the


Demon Realtor
If you have a Might token, roll two additional dice.

At the end of the monster turn


Each hero in the same region as the Demon Realtor takes one die
of Mental damage. She lets out a screech.

Secrets of Survival 11
5 BLOOD FROM A STONE
Scenario Card: PARANORMAL INVESTIGATORS
Traitor: No Traitor
Haunt Trigger: MASK

Read First!
INTRODUCTION
Your eyes are drawn to the statues of people arranged everywhere around the house. The
mask appears to be a piece broken from one of the smaller statues. The statues are only
remarkable in that there seems to be absolutely nothing special about them. They represent
people from different periods of time, but they all share the same mundane qualities.
Except, that is, for the little cherubs. Every time you blink, they seem to move a little bit
closer to you.
SETUP
1. Each explorer places a Small Monster token on their tile. These are Stone Cherubs.
2. Find {3/4/5/6} additional Stone Cherubs. If possible, place them on tiles that are not in heroes’ lines of sight.
If you cannot, place the rest around the house however you like.
3. Place the Monster Card to the left of the haunt revealer. The monsters will take their turn after that player.
4. The player to the left of the haunt revealer will take the first turn after setup.

Cooperative Haunt
OBJECTIVE This haunt has no traitor. You are all fighting to survive.
You win when all of the Cherubs
have been removed from the house. Once during your turn, you may
You lose if all of the heroes are dead. Play Peekaboo
While on a tile with a Cherub, if there is another Cherub in line of
Tokens Needed sight, make a Knowledge roll. If you have the Mirror, add 2 to the
Small Monster Tokens – Stone Cherubs result of your roll.
4+ Remove both Cherubs from the house. The cherubs meet each
other’s gazes and become frozen in time.
0–3 Take two dice of General damage.

12 Secrets of Survival
After the haunt revealer’s turn, the Stone
Cherubs take their turn. If YOU WIN
The cherubs stand in stony silence,
having all been petrified by their very
own gazes. All the same, you don’t
dare meet their lifeless eyes. You
Monster: Stone Cherub slowly back away, not turning your
back on them until you are safely
Might 8 Speed 4 Sanity 8 Knowledge 8 away from the house.
Cherubs do not attack, and they cannot be attacked.
If YOU LOSE
Cherubs move toward the closest hero (the haunt revealer breaks The mask clatters from your stony,
ties) but immediately stop as soon as they enter any hero’s line petrified hands. You are now a part of
of sight. the house… just another statue lost
Cherubs that start their turn in a hero’s line of sight will not move to history.
during that turn.

At the end of the monster turn


Each hero takes one die of General damage for each Cherub in their
line of sight.

STONY GAZE
Whenever you enter a tile that has line of sight to a Cherub that was not in
your line of sight at the start of your turn, take 2 dice of General damage.
You cannot take this damage more than once during your turn.

Secrets of Survival 13
6 INHERITANCE
Scenario Card: A Mysterious Invitation
Traitor: Hidden Traitor
Haunt Trigger: Dagger

Read First!
INTRODUCTION
As you open the gilded box, you see a dagger within. The following note is attached:
“To my surviving relatives: I am your great-uncle, and you have been invited here because I
have died. The estate this house sits upon was part of my inheritance, which I now leave to
you on one condition: you must find my murderer and enact my revenge. I have invited the
killer here as well, and I have instructed the doors to be locked until morning. Good luck.”
SETUP
1. The haunt revealer places each Trait token face-up on a different tile, in a different region from its matching Trait
token. (Example: If the Might token is on the Upper Floor, the other Might token must be placed on the Ground
Floor or Basement.) These tokens represent Evidence.
2. Shuffle the Number tokens labeled 1 through {3/4/5/6}, face-down. Give one of these tokens to each player.
3. Each player then looks at their token, without revealing it to anyone else. The player with the token labeled 1 is
the traitor.
4. The player to the left of the haunt revealer will take the first turn after setup.

Hidden Traitor
OBJECTIVE The traitor begins this haunt hidden from the rest of the explorers.
The heroes win when the traitor
is dead. • The player who has the token labeled “1” is the traitor. Players may
The traitor wins when all the look at their own tokens at any time.
heroes are dead. • You may not reveal your number tokens to other players unless
instructed, but you may claim to hold any number(s).
Tokens Needed • All explorers may attack other explorers.
Number Tokens • It costs two moves to leave a tile occupied by another explorer. After
8 Trait Tokens – Evidence the traitor is revealed, heroes no longer act as obstacles to each
other. (They will still act as obstacles to the traitor.)
Evidence
Each of the Trait tokens is a piece of Evidence that must be
paired with its matching token.
• Evidence tokens may be picked up if it is on your tile. When you
pick up Evidence, place it on your character board.
• Evidence tokens may be traded from one hero to another
(with permission).
• If your hero dies, place your Evidence tokens on the tile where
they died.

14 Secrets of Survival
Once during your turn, you may
Uncover the Truth If the heroes win
Your great-uncle’s murder has been
While holding an Evidence token, if your hero is on a tile with the
matching Evidence token or a hero holding that token, roll the trait avenged. With a hefty sum split
named on those tokens. among the surviving relatives, you
are able to retire in relative comfort.
5+ The hero with the highest-numbered, unrevealed Number token Although, family gatherings will
reveals that token.
never be the same.
0–4 Nothing happens.
If the traitor wins
If you die With the rest of the ’family’ buried,
Turn your Number token face-up. you go about searching for the old
man’s documents. With an edit here
At the end of your turn and a forged signature there, the
If you did not attack, take two dice of Mental damage. Your great-uncle’s house, and all the wealth and status
ghost demands vengeance. It doesn’t care who’s on the receiving end. that comes with it, is now yours.
If you are the traitor
• You may reveal yourself at any time on your turn.
• When you reveal yourself (or if you are revealed with Uncover the
Truth), heal all of your traits and gain 1 Might.
• If you die from taking Mental damage at the end of your turn, instead
reveal yourself as the traitor. Heal all of your traits and gain 1 Might.
Once you are revealed as the traitor, you no longer take Mental damage at
the end of your turn.

Secrets of Survival 15
7 UPON REFLECTION
SCenario Card: NONE
Traitor: NO Traitor
Haunt Trigger: “Eerie Mirror”

Read First!
INTRODUCTION
You look deeply into the mirror. What you see looking back appears to be you, but somehow
backwards. The world behind you rushes forward, contorting and inverting. Your vision
blurs, and suddenly you are in a room full of windows. You see all your friends, and you
realize that you’re looking out from the mirrors all around the house! If you don’t warn
them, they’ll become trapped with you.
SETUP
1. The haunt revealer tips their figure over. They are still in the game, but dead—their soul is trapped in the
Mirror Realm.
2. The haunt revealer selects a Trait, Omen, and Room at random (see below), noting their names on a sheet of
paper. This information should not be shared with any other players.
a. Shuffle the Trait tokens face-down, and select one at random. Make a note of which token was chosen.
b. Shuffle Number tokens numbered 1–9 face-down, and select one at random.
Make a note of which Omen that token represents:
1: Mask 2: Dog 3: Idol 4: Dagger 5: Armor
6: Ring 7: Book 8: Holy Symbol 9: Skull
c. Shuffle the tile stack and peek at the bottom tile. Note that tile’s name, then reshuffle the tile stack.
d. Return the Trait and Number tokens to the game box. You won’t need them again for this haunt.
3. Place {2/3/4/5} Small Monster tokens on the Entrance Hall tile. These are Mirror Beings.
4. Place the Monster Card to the left of the haunt revealer.
5. The player to the left of the haunt revealer will take the first turn after setup.

Cooperative Haunt
OBJECTIVE This haunt has no traitor. You are all fighting to survive.
You win when you successfully
make a roll with the correct The house is eerily silent
combination of Trait, Omen,
and Room. If an explorer discovers a tile that has an Event symbol, that player does
not draw an Event card. Discovering one of these tiles does not cause a
Tokens Needed player’s turn to end.
Small Monster Tokens – Mirror Beings The haunt revealer cannot communicate
Number Tokens The haunt revealer is trapped in the Mirror Realm. They may not talk,
Trait Tokens mime, write, or otherwise communicate with the other players except as
described below.

On the haunt revealer’s turn


Choose any Event card from the Event deck and hand it to any player. The
heroes may interpret this card however they wish, but they will not resolve
the Event. Set the Event card aside afterwards.

16 Secrets of Survival
After the haunt revealer’s turn, take a turn with
the Mirror Beings. If YOU win
You look into the mirror to see your
friend giving you a thumbs-up. The
mirror ripples like water, and your
friend’s soul flies back into their
Monster: Mirror Being body. You flee the grounds with haste,
Might 4 Speed 3 Sanity 6 Knowledge 4 swearing to yourself that you’ll never
look into a mirror again.
Mirror Beings must always move toward the closest explorer. If there
is a tie for which explorer is closest, the haunt revealer chooses where If YOU LOSE
the Mirror Being moves. If a Mirror Being ends its turn on a space The creatures’ final assault draws you
with an explorer, it attacks that explorer using Sanity. into the Mirror Realm, where you and
your friends are trapped forevermore.
Once during your turn, you may
Break the Spell
While on any tile, choose a trait and roll it. Tell the haunt revealer the
name of one of your Omens.
5+ If you have the correct combination of Trait, Omen, and Room,
the haunt revealer will give you a thumbs-up and you win!
Otherwise, they will give you a thumbs-down.
0–4 The haunt revealer will tell you nothing. Nothing happens.

Secrets of Survival 17
8 Housekeeping
Scenario Card: A Mysterious Invitation
Traitor: No Traitor
Haunt Trigger: Dog

Read First!
INTRODUCTION
It was a great party well into the night, until that cute dog suddenly turned to dust right
before your very eyes. As you began to choke on the dust, you realized that something here is
very wrong. Although you were invited here to your friend’s house, you haven’t seen them all
evening. But, someone else is here, and you get the sense they want you to stay.
SETUP
1. If the house contains fewer than {3/4/5/6} tiles with Event symbols, draw and place tiles from the tile stack
until {3/4/5/6} tiles with Event symbols have been placed. When placing these tiles, do not resolve their
effects.
2. Place {3/4/5/6} Small Monster tokens on separate tiles with Event symbols, distributed as evenly as possible
between regions. These are Housekeepers.
3. Set the 5 Rune tokens off to the side.
4. The player to the left of the haunt revealer will take the first turn after setup.

Cooperative Haunt
OBJECTIVE This haunt has no traitor. You are all fighting to survive.
You win when you have fully
Cleaned the House Once during your turn, you may
• You must Clean the Bloody Clean the House
Room, Charred Room, While on a tile that can be cleaned, make a Speed or Sanity roll. You
Collapsed Room, Junk Room, cannot make this roll on a tile that already has a Rune token.
and Catacombs tiles.
5+ Place a Rune token on the tile. When you place the fifth Rune
Tokens Needed token, you win! You clean the room.
Small Monster Tokens – 0–4 Nothing happens. You still have a lot of mess to tend to.
Housekeepers
5 Rune Tokens – Cleaned Room

TILES THAT CAN BE


CLEANED
Bloody Room – Ground/Upper Floor
Charred Room – Ground/Upper Floor
Collapsed Room – Ground/Upper
Floor
Junk Room – Ground/Upper Floor
Catacombs – Basement

18 Secrets of Survival
After the haunt revealer’s turn, take a turn with
the Housekeepers. If YOU WIN
As you scrub the final room, the
Housekeepers appear in the doorway.
Just as they’re about to enter to wipe
you out, you brush away the room’s
Monster: HOUSEKEEPER last specks of filth. As you complete
the job, the Housekeepers begin
Might 5 Speed 4 Sanity 5 Knowledge 5
fading into nothingness. As they
Housekeepers attack with Might and move toward vanish without a trace, a ghostly
the closest hero. If there is a tie, the Housekeepers “thank you” echoes in your ears.
will move toward the eldest hero. Finally, the house is clean.
At the end of the monster turn If YOU LOSE
Deal 1 General damage to each explorer. Choking, You turn to dust in the shapes of your
withering dust. former selves. Slowly you crumble,
your remains drifting through the
house as specks in the air. You don’t
ever completely settle, because now
you’re a part of this house—and the
house never settles. It wants to be
clean again. It will be clean again.

Secrets of Survival 19
9-12
IMPORTANT

HAUNTS 9–12
Haunts 9–12 are free-for-all haunts and only appear in the Traitor’s Tome. In these haunts, the
explorers are neither heroes nor traitors.

20 Secrets of Survival
HOLY GROUND
Scenario Card: A Strange Disappearance
Haunt Trigger: Holy SymboL Traitor: Haunt Revealer
13
Read First!
INTRODUCTION
When your group entered this house, you certainly didn’t expect to find your missing friend
wearing a crimson robe and chanting prayers to something called “She Who Sleeps Below.”
Even more unnerving was that the prayers referenced “spilled blood” and “needed sacrifice”
more times than any of you are comfortable with (which, to be fair, is no times).
“Ah, you made it,” they exclaim, “and just in time for the ritual! I’m sorry I had to lure you
here like this, but the Sleeper must awaken. For that, we need blood. Please, don’t fight too
hard. Nothing you do can stop Her from awakening.”
SETUP
1. The heroes have no additional setup steps.
2. The player to the left of the traitor will take the first turn after setup.

Once during your turn, you may


OBJECTIVE Study the Ritual
You win when you disrupt the
Ritual, or when the traitor and all While on a tile where you can study, make a Knowledge roll.
Cultists are dead. 5+ Take a Rune token and place it on your character board. These
tokens represent Ritual Knowledge. They may not be traded.
Tokens Needed 0–4 Nothing happens.
Number Track
Once during your turn, you may
Small Monster Tokens – Cultists
Disrupt the Ritual
8 Rune Tokens – Ritual Knowledge
While on the Ritual Room tile, make a Sanity roll. For each Ritual
Knowledge token you have, add 1 to the result of your roll. For each
TILES WHERE YOU Cultist still alive, subtract 1 from your roll.
CAN STUDY 6+ You disrupt the Ritual. You win!
Library – Ground/Upper Floor 4–5 Take 1 Mental damage.
Chapel – Ground 0–3 Take 2 Mental damage. She stirs. Her dreams pierce your mind.
Ritual Room – Basement Floor

If You Win
You’ve made it out alive, but your
former friend’s voice echoes in your
mind. “Nothing you do can stop Her,”
they said. Were they right? Are there
more cult members out there
somewhere, working to awaken Her?

Secrets of Survival 21
14 OBJECT PERMANENCE Scenario Card: FOR SALE Haunt Trigger: BOOK
Traitor: Left of the haunt revealer

Read First!
INTRODUCTION
When the salesperson said that the furniture being auctioned off in this house would speak
to you, you didn’t think they were being literal! Yet here you are, looking at a witchy-looking
woman on the other side of a mirror.
She speaks urgently, “You don’t have much time! Take that spellbook before the warlock
turns you into furniture! By now they’ve already magically locked the doors to the house.
Help me cast this spell and I’ll get you out of this jam!”
SETUP
1. Set the Number Track to {4/4/5/5}.
2. The player to the left of the traitor will take the first turn after setup.

Once during your turn, you may


OBJECTIVE Hasten the Spell
You win when you cast the Spell.
While you are holding the Book, make a Sanity roll.
• Keep the Book away from the
traitor. 5+ Move the Number Track down by 1, and lose 1 Sanity. If the
number track reaches 0, you win!
• Hasten the Spell to cast it
more quickly. 0–4 Lose 1 Sanity. You chant the wrong syllables and give yourself a headache.

Tokens Needed Old Spellbook


Number Track A well-oiled, leather-bound spellbook with a four-pointed star engraved
in silver on the front and back covers.
Small Monster Tokens –Animated
Furniture • Heroes may not Hasten the Spell more than once per round.
(The round is over when the monster takes a turn.)
If You Win • If the traitor destroys the Book, you lose!
As the warlock falls once and for all, AFTER THE MONSTER TURN
there’s a loud crack in the air and If a living hero is holding the Spellbook, move the Number Track down by 1.
the room is engulfed in pink smoke. If the Number Track reaches 0, you win!
Where you expect to find the
warlock’s body, you instead find a
humble, antique table. The witch
from the mirror comes out of the
bedroom. She brews some tea and
invites you to indulge with them as the
other pieces shift back into the people
they once were. The witch turns to
your group and says with a wink,
“This table is a real piece of work.”

22 Secrets of Survival
OF MONSTERS AND MAYHEM
Scenario Card: Paranormal Investigators
Haunt Trigger: Dagger Traitor: Haunt Revealer
15
Read First!
INTRODUCTION
The rules for the neighborhood Homeowner’s Association are pretty standard: outdoor
decoration restrictions, home maintenance standards, noise complaint policies, and most
importantly, a rule prohibiting occupancy by monsters. That last point is why you’re here,
but evicting the evil might prove more difficult than anticipated—especially if it’s not alone.
SETUP
1. The heroes have no additional setup steps.
2. The player to the left of the traitor will take the first turn after setup.

Once during your turn, you may


OBJECTIVE Search for Weapons
You win when you defeat all of the
monsters in the house. While on a tile that has an Item or Omen symbol, make a
Knowledge roll:
• Find and use the weapons
required to defeat each 4+ Look at the top 4 cards of the Item deck (if you are on a tile with
monster (Holy Symbol for an Item symbol) or the Omen deck (if you are on a tile with an
the Ghost, Crossbow for the Omen symbol). Add one of those cards to your hand and place
Vampire, and Dagger for the the rest on the bottom of the deck.
Werewolf) 0–3 Nothing happens. You rifle through the mess and find nothing.
Tokens Needed When you Attack the Ghost
Ghost Token If you have the Holy Symbol, you may use it as your weapon. You and
Vampire Token the Ghost roll Sanity. If you win, the Ghost is destroyed. If you lose, take
Werewolf Token Mental damage.
3 Blood Tokens When you Attack the Vampire with the Crossbow
If you win, the Vampire is destroyed.
If You Win
The power instilled in you by the When you attack the Werewolf with the Dagger
HOA compels you to smite the last of If you win, the Werewolf is destroyed.
the supernatural squatters. Having
defeated the terror within the house,
you make your way out of the front
door and adjust the welcome mat just
so. Every little thing properly in its
place, and nobody gets hurt.

Secrets of Survival 23
16 Come Play with Us Scenario Card: Paranormal Investigators
Haunt Trigger: BOOK Traitor: Haunt Revealer

Read First!
INTRODUCTION
The estate’s caretaker hired your team to investigate a haunting at this abandoned old
hotel, known to the locals as the site of several brutal murders. As you pick up the key left
for you under the doormat, you hear a voice whisper, “You can check in, but you can never
check out.” But there’s no one else here… who just said that?
SETUP
1. If the Graveyard tile has not already been placed, search the tile stack for it and place it using normal
tile-placement rules.
2. The player to the left of the traitor will take the first turn after setup.

Remains
OBJECTIVE Bones of an unfortunate soul.
You win when you lay the
Caretaker’s Remains to rest. • The Caretaker’s Remains are represented by the “1” Remains token.
• Search for the • Heroes may trade Remains with each other, following normal
Caretaker’s Remains. trading rules.
• Take those Remains to • If any loot Remains from an explorer’s corpse, you must take all
the Graveyard. Remains they were carrying.
• Lay the Remains to rest. Once during your turn, you may

Tokens Needed Unearth Remains


Number Tokens – Remains While on a tile with a face-down Remains token, turn it face-up and place it
on your character board.
Small Monster Tokens – Angry
Ghosts Once during your turn, you may
Identify Remains
If You Win While on a tile with a Remains token, make a Knowledge roll:
You bury the caretaker’s remains, 5+ Flip the Remains token face-up. If it is the Caretaker’s Remains
seeing him to his final rest. After (the “1” token), place it on your character board.
this job you’re going to need a break 0–4 You learn nothing.
to rest and recharge, but the idea of
checking in anywhere makes you think Once during your turn, you may
twice. Maybe a staycation is in order. Consecrate Remains
If you are on the Graveyard tile and have the Caretaker’s Remains
(the “1” token), make a Sanity roll.
5+ You win! You lay the remains in an open grave. The old house falls silent.
0–4 Take 2 Mental damage.

At the beginning of the traitor’s turn


Each hero takes 1 Mental damage for each Remains token on their
character board. The spirits of the dead cry out.

24 Secrets of Survival
Forward this or Die
Scenario Card: Cursed! Haunt Trigger: Dagger
Traitor: Haunt Revealer
17
Read First!
INTRODUCTION
You hear high-pitched laughter coming from all sides of the house. Your phones begin to buzz—
strange, because you’ve been searching for a signal all evening. One of your companions smiles,
their lips stretching so far that the corners of their mouth almost reach their ears. In one hand
is their phone. In the other, a dagger. They sneer at you, “Forward this or die.”
SETUP
1. The heroes have no additional setup steps.
2. The player to the left of the traitor will take the first turn after setup.

GREMLIN MAGIC
OBJECTIVE • You cannot attack a Gremlin that doesn’t have a Rune token on it.
You win when you kill the
traitor and all of the Gremlins • If you attack a Gremlin that does have a Rune token on it, it is
in the house. killed instead of stunned.
Once during your turn, you may
Tokens Needed Do Research on your Phone
3 Small Monster Tokens – Gremlins
While on a tile where you can get a signal, make a Knowledge roll.
3 Rune Tokens There has to be more information on these gremlins… .
5+ Place a Rune token onto a Gremlin. You can now attack
TILES WHERE YOU CAN this Gremlin. On a successful attack, it will be killed instead
GET A SIGNAL of stunned.
Tower – Upper Floor 0–4 Take 1 Mental damage.
Gallery – Upper Floor At the end of your turn
Observatory – Upper Floor Draw a message out of the hat and show it to the traitor. You receive
an email.
If You Win
You discover that your friend’s murderous
rage came from a cursed email they had
received on their phone. After some
digging, you learn that it came from those
gremlins—somehow, those ancient pests
learned how to use the internet. Although
you put an end to the gremlins’ antics,
your victory came at the cost of your
friend’s life. As you close their lifeless
eyes, you shudder at the too-wide grin still
frozen on their face. You startle as their
phone buzzes with a notification: “FWD:
OPEN THIS!! URGENT!!”

Secrets of Survival 25
18 A Nice Ring to It Scenario Card: Paranormal Investigators
Haunt Trigger: Ring Traitor: Haunt Revealer

Read First!
INTRODUCTION
One of your friends starts to mutter. They simultaneously take one step to the left and one
to the right. But… how? Clones? Reflections? Everywhere you look there’s another one. All
you can catch is one word: “Precious.”
SETUP
1. The heroes have no additional setup steps.
2. The player to the left of the traitor will take the first turn after setup.

The Ring of Illusions


OBJECTIVE
• The traitor can hide among their Illusions. The Number Token
You win when you kill the traitor.
labeled “1” is the real traitor.
Tokens Needed • The traitor will take their turn as either the Illusions (tokens) or
Number Tokens – Illusions their true self (explorer figure), but never both.
• You may dispel Illusions to try to reveal the traitor.

If You Win When You Dispel an Illusion


With their last breath, your former • Flip that Illusion face-up and return it to the traitor’s character board.
friend begins to fade. They and all • If the revealed token is the “1,” the traitor has been revealed. They must
their possessions waft into the air place their explorer on the tile where that token was located and return
like smoke, leaving behind nothing all Number Tokens in the house to their character board. Then, they
but the ring. The smoke hangs in must return the highest-numbered Illusion token to the game box.
the air for a brief moment before it Once during your turn, you may
is drawn into the ring. You spot Confront an Illusion
some movement in the trinket and
pick it up to have a closer look… While on a tile with an Illusion, make a Knowledge roll. If you have the
is that your friend’s face, trapped Mirror, add 2 to the result of your roll.
in the smooth metal? As you ask 5+ Dispel the Illusion as described above.
yourself the question, you realize 0–4 Take one die of Mental damage.
that you really don’t care. Turning
the ring in your fingers, one word Once during your turn, you may
echoes in your mind: “Precious.” You Call to the Ring
feel a driving need to go somewhere, You hear a thrum. The ring wants to come home.
anywhere, everywhere. You must
protect the ring. While on the Vault tile, make a Sanity roll. For each Omen you have,
add 1 to the result of your roll.
8+ Deal one die of Mental damage to the traitor (if they are revealed),
or dispel any Illusion (as described above). End your turn.
0–7 End your turn.
When You Attack an Illusion
If you win, the Illusion is dispelled as described above. If an attack reveals
the traitor, that attack does no damage.

26 Secrets of Survival
Scenario Card: Cursed!
Caught on Tape
Haunt Trigger: Holy Symbol
Traitor: Haunt Revealer
19
Read First!
INTRODUCTION
You came here hoping to find a way to banish the curse that’s been following you for the last
week, ever since you watched that cursed videotape. All the clues led here, but the house
seems to want something from you. An old television set turns on nearby, its static breaking
the silence. A red symbol flashes on the screen, and a voice hisses, “Until midnight. See you
soon.” You only have a few hours to survive the curse. The tape clicks and slides out of the
VCR. The label on the tape indicates that this is “Copy Number 6.” Tick tock.
SETUP
1. The heroes have no additional setup steps.
2. The player to the left of the traitor will take the first turn after setup.

Once during your turn, you may


OBJECTIVE Destroy the Tapes
You win if you can destroy every
Videotape and escape the house While on any tile with a Videotape, make a Might roll.
through the Landing before the 4+ The Videotape is destroyed. Remove the token from the game.
curse takes hold. It makes a satisfying crunch. And… a faint scream?
• Destroy all of the Videotapes. 0–3 Nothing happens.
• Go to the Landing tile. Once during your turn, you may
Tokens Needed Stave off the Curse
Number Track While on a tile with the Vengeful Spirit, roll a die.
Videotape Tokens 2 Move the Number Track up by 1.
Ghost Token – Vengeful Spirit 1 Move the Number Track up by 1 and end your turn.
0 End your turn.
If You Win At the end of your turn
You’ve destroyed the tapes and If all of the Videotapes have been destroyed and at least 1 hero is on the
escaped the house, but you had to Entrance Hall tile, you win!
leave your friend behind. Although
you can hear their screaming, you
don’t dare look back. The vengeful
spirit has claimed them, and you’re
lucky to have escaped with your life.
Once you’ve made it a safe distance
from the house, you pause to catch
your breath. Suddenly your phone
rings, and you answer. On the other
end, you hear static and a voice that
whispers, “See you soon.”

Secrets of Survival 27
20 Don’t Say It Scenario Card: Cursed! Haunt Trigger: Dog
Traitor: Oldest Character

Read First!
INTRODUCTION
You spot a dog growling in the corner. At least, you think it’s growling. Its lips are curled
back in a snarl, and it moves as if to bark, but no sound comes out. It looks as if the dog
has been affected by the same curse that’s been plaguing this town for the last two weeks.
Each night at midnight, the residents lose their voices until morning. After restless days of
research, you’ve learned that after tonight everyone in the town will lose their voices forever.
Something is stealing the sound from the world. Something without a face.
SETUP
1. If there are fewer than five non-Landing tiles in the house, draw tiles from the tile stack and place them in the
house until there are five.
2. Set aside {2/3/4/5} Rune tokens. These are the Syllables of the Faceless Man’s Name.
3. The player to the left of the traitor will take the first turn after setup.

OBJECTIVE
Once during your turn, you may

You win when you destroy the Find a Syllable


Faceless Man While on a tile, ask the traitor if the next Syllable is on that tile.
• Search the house to find • If you are correct, place a Rune token on your tile. When you
the Syllables of the Faceless place the last Rune token, the heroes have learned the Faceless
Man’s Name. Man’s name.
• When you have found all of • If you are incorrect, the traitor will give you a hint.
the Syllables, successfully
attack the Faceless Man to When you attack the Faceless Man
destroy him.
If you defeat the Faceless Man and you know his name (all of the Rune
Tokens Needed tokens have been placed in the house), he is destroyed. You win!
Faceless Man Token
Rune Tokens – Syllables of the
Faceless Man’s Name

If You Win
Your voice is released, and you have
escaped the thing without a face. You
hear sounds of celebration coming
from your town. You head toward the
party, but the feeling of excitement
quickly fades as you look back to see
the shape of a man looming in one of
the house’s windows.

28 Secrets of Survival
Spooky McMasters Presents...
Scenario Card: A Strange Disappearance Haunt Trigger: Book
Traitor: Haunt Revealer
21
Read First!
INTRODUCTION
Your friend, horror novelist Spooky McMasters, is always sneaking into abandoned houses
as “research” for his novels, but this time he didn’t come out. When you entered the house
to look for him, you got an uneasy feeling. In Spooky’s stories, someone always betrays the
group, so when your friend found Spooky’s manuscript and directed a monsterized Spooky to
kill you, you had a real sense of déjà vu. In the manuscript, the heroes had to burn the book
in order to free everyone from the horror tropes they were compelled to act out. At least you
know what you have to do.
SETUP
1. If the Library tile is not in the house, find it in the tile stack and place it in a region other than the one currently
occupied by the traitor.
2. The player to the left of the traitor will take the first turn after setup.

The Book
OBJECTIVE
“A 4 out of 10 read, just entertaining enough.”
You win when you destroy the Book.
• Get the Book from Spooky • While you have the Book, you may attack Horrors with any of
McMasters. your traits.
• Throw the Book in the fire. When you use Might to attack Spooky McMasters
Tokens Needed If you win and Spooky has the book, take the Book.
Demon Token – Spooky McMasters Once during your turn, you may
Small Monster Tokens – Horrors Burn the Book
While on a tile where there is fire, make a Sanity roll.
5+ You win! The manuscript burns to ashes. You are free from Spooky
Tiles where there is McMasters’ creative control.
Fire 0–4 Nothing happens. The manuscript does not burn.
Furnace Room – Basement Once during your turn, you may
Ritual Room – Basement Build Character
Kitchen – Ground Floor While on the Library tile, make a Sanity roll.
Laboratory – Ground Floor
4+ Gain 1 in either Might or Speed. It’s all starting to make sense.
Charred Room – Ground/Upper Floor
0–3 Place a Horror on your tile. “Strength through adversity,” Spooky
always says.
If You Win
With the book burned, you all leave the
house and go for some midnight pizza.
You ask Spooky if he’d ever consider
writing historical romance, instead.

Secrets of Survival 29
22 Operation: Underground Scenario Card: For Sale Haunt Trigger: Skull
Traitor: Left of the Haunt Revealer

Read First!
INTRODUCTION
The realtor told you that the last man to own this house was a spy during the Cold War,
and that the building was full of secret passageways, cameras, and more. The realtor even
offered the assurance that “Of course, we cleaned the place up.” Why, then, did the door
to the basement landing swing shut behind you? The walls shift slightly, letting out a hungry
groan. You know you’re being watched, and it’s time to get the hell out of here.
SETUP
1. Shuffle all of the Basement tiles (other than the Basement Landing tile) back into the tile stack.
2. Each hero places their figure on the Basement Landing tile.
3. The player to the left of the traitor will take the first turn after setup.

Once during your turn, you may


OBJECTIVE Escape the House
You win when you escape
the house. While on the Entrance Hall or Graveyard tile, make a Speed roll.
If you have Dynamite or the Skeleton Key, add 2 to the result of
Tokens Needed your roll.
Small Monsters – Cold War Zombies 6+ You win! You escape the house!
0–5 Nothing happens.
If You Win Once during your turn, you may
Even as you escape the house, you Study the Floor Plan
can’t shake the feeling that you’re If you have the Skull, make a Knowledge roll
still being watched… .
5+ Look at the next Basement tile in the tile stack. You may return it
to the top or the bottom of the tile stack. The etchings on the skull
are some sort of map!
0–4 Nothing happens.

30 Secrets of Survival
Intruder Alert
Scenario Card: Cursed! Haunt Trigger: Idol
Traitor: Haunt Revealer
23
Read First!
INTRODUCTION
The idol glows, and a robotic voice rings through the hallways, “Welcome. My name is Sya.
How can I help you?” Before you can answer, an alarm rings through the halls. The voice
continues, “My records indicate that you have not been uploaded to the system. Please stand
still and I will upload you.” You hear a clang of metal as the house locks you inside. Looking
around, you see a crosshatch of searing lasers moving toward you. This can’t be good.
SETUP
1. Set the Number Track to {2/3/4/5}.
2. The player to the left of the traitor will take the first turn after setup.

Once during your turn, you may


OBJECTIVE Turn the Machine Off
You win when all of the Machine
tokens have been turned OFF and If you are on the same tile as an ON Token, make a Knowledge roll.
you have Wrecked the required 5+ Flip the token to its OFF side. Stun a Robot in the region.
number of tiles. The machine has been turned off.

Tokens Needed 0–4 Nothing happens.


Number Track Once during your turn, you may

ON/OFF Tokens – Circuits Wreck the House


Small Monster Tokens While on any tile with an Omen Symbol, make a Might roll.
– Robot Assistants 4+ Flip the tile over. It is Wrecked. Move the Number Track down by 1.
0–3 Nothing happens.
If You Win
“Goodbye,” Sya’s voice fades into Wrecked Rooms
silence as you turn the final machine Wrecked room tiles are turned face-down. Wrecked tiles are not considered
off. The idol’s light dies and you feel to have any symbols or effects, and they count as having doorways on all
a weight being lifted from the house, four sides.
but your “companion” is nowhere
in sight. You look out the window to At the end of your turn
see the electricity returning to local If all the Machine tokens have been turned OFF and the Number Track is
homes and businesses. You’ve finally at 0, you win!
banished the town’s curse, but who
knows if this technology will fall into
the wrong hands in the future?

Secrets of Survival 31
24 The Shadow Masquerade Scenario Card: A Mysterious Invitation
Traitor: Highest Speed
Haunt Trigger: Mask

Read First!
INTRODUCTION
When you walked into the house, you found food in every room. Some of it was delicious,
some strange, but all intoxicating. It was a pleasant evening, all the way up to the stroke of
midnight, when things went amiss. Strange, dark plants now block every door and window,
and the air hums with otherworldly voices singing in harmony, “Behold the Unseelie King
and Queen, step the dance eternal! Oh! Welcome to the Masquerade!”
SETUP
1. Find {2/3/4/5} Fire tokens—these are Seelie Flames. Place one of these tokens on each of the following
rooms (if they have been discovered): Tower, Statuary Corridor, Conservatory, Graveyard, Underground Cavern,
and Underground Lake.
2. Set any remaining Seelie Flames to the side.
3. The player to the left of the traitor will take the first turn after setup.

Seelie Flame
OBJECTIVE A hooded torch holding a vigorous sprite.
You win when you stop the
Masquerade. • Seelie Flames can be carried and traded, using the normal
trading rules.
• Bring the Seelie Flames to
the Chapel. • You may only hold one Seelie Flame at a time.
• If you die while carrying a Seelie Flame, place its token on the tile
Tokens Needed where you died.
Fire Tokens – Seelie Flame • You may voluntarily drop your Seelie Flame at any time during
Dark Queen Token your turn.
Small Monster Token – Fae Dancer Once during your turn, you may
Pick up the Flame
Tiles with Seelie While on a tile with a Seelie Flame, place that token on your
Flame character board and make a Knowledge or Speed roll.
Tower – Upper Floor 5+ You are now carrying a Seelie Flame. Carefully, now… yes! Got it!
Statuary Corridor – Upper Floor 0–4 Take 2 General damage. You are now carrying a Seelie Flame.
Conservatory – Ground Floor You handle the flame clumsily. It burns!
Graveyard – Ground Floor
When you discover a tile with Seelie Flame
Underground Cavern – Basement
Place a Seelie Flame token on that tile (if any remain).
Underground Lake – Basement
At the end of your turn
If You Win If all Seelie Flames have been placed on the Chapel tile, you win!
The sprites dance from their torches,
igniting everything in the chapel before
moving on to the rest of the house.

32 Secrets of Survival
Borrowed Time
Scenario Card: A Strange Disappearance Haunt Trigger: Armor
Traitor: Left of the Haunt Revealer
25
Read First!
INTRODUCTION
You come upon a suit of armor. It looks old. Older than this house. And, there’s a mummy
inside, which you recognize as one of your friends. But that doesn’t make any sense—they’ve
only been gone for a few days! The mummy crumbles to dust, and you get a bad feeling
as one of your companions disappears into the house only to reemerge dressed as a
15th-century soldier.
SETUP
1. Set aside a Might, Speed, Knowledge, and Sanity token. These are Spell Ingredients.
2. The player to the left of the traitor will take the first turn after setup.
Once during your turn, you may
OBJECTIVE Find Ingredients
You win when you have broken the
Armor’s spell. While on a tile listed below, make the corresponding trait roll. You
cannot make this roll if the trait token for that trait has already
Tokens Needed been placed.
Might, Speed, Knowledge, and Sanity: Operating Theatre, Graveyard, Bloody Room – a vial of
Sanity Tokens – Spell Ingredients dried blood.
Might: Larder, Specimen Room, Dining Room – a bite of mystery meat.
Tiles that have Knowledge: Furnace, Observatory, Library – the dust of ages.
Ingredients Speed: Underground Lake, Conservatory, Kitchen – a handful of
Operating Theatre – Basement/ caustic nightweed.
Upper Floor 4+ Place the Trait token on your tile.
Graveyard – Ground Floor
Bloody Room – Ground/Upper Floor 0–3 Nothing happens.
Underground Lake – Basement Once during your turn, you may
Conservatory – Ground Floor Break the Armor’s Spell
Kitchen – Ground Floor While on the Armory or Ritual Room tile, make a Sanity roll. You
Larder – Ground Floor can only make this roll if you have placed {1/2/3/4} Trait tokens.
Specimen Room – Ground/Upper Floor 5+ You win! You have broken the armor’s spell.
Dining Room – Ground Floor
0–4 Lose 1 Sanity. The armor has a will of its own.
Furnace Room – Basement
Observatory – Upper Floor
Library – Ground/Upper Floor

If You Win
You watch as your former friend’s skin
desiccates, then petrifies, then turns to
dust. Their time has finally run out.

Secrets of Survival 33
26 The Family’s BlessingScenario Card: A Mysterious Invitation
Haunt Trigger: Holy Symbol Traitor: Haunt Revealer

Read First!
INTRODUCTION
The evening was fun, until one of your friends disappeared. As you searched for them, you
were struck by how much your friend resembles the people in the portraits that adorn every
wall of the house. You begin to hear rhythmic chanting echoing through the halls, “Hail The
Elder. Now comes our master from beyond,” and every window and outside door abruptly
slams shut. There’s something sinister going on here, and you’ll need to stop it if you’re to
have any hope of getting out alive.
SETUP
1. Place the Altar token on any Ground Floor tile.
2. If the Ritual Room has not been discovered, search the tile stack for it and place it in the Basement, using normal
tile-placement rules.
3. The player to the left of the traitor will take the first turn after setup.

Once during your turn, you may


OBJECTIVE Ruin the Tribute
You win when the traitor is dead,
the Tribute has been ruined, and While on the Ritual Room tile, make a Sanity roll.
the Altar destroyed. 4+ You disturb the Altar’s arrangement. The Elder watches on.
• You cannot destroy the Altar 0–3 Take 1 Physical damage. You have disturbed The Elder.
until you have Ruined the
Tribute and killed the traitor. Once during your turn, you may
Destroy the Altar
Tokens Needed While on the tile with the Altar, make a Might roll. You cannot
Altar Token Destroy the Altar until you have Ruined the Tribute and killed
Small Monster Tokens – Relatives the traitor.
Dark Queen Token – The Elder 4+ If the traitor is dead, you win!
0–3 Take 1 Mental damage. Arcane punishment for your impudence.
Tiles with Family Once during your turn, you may
Effigies Prune the Family Tree
Gallery – Upper Floor While on a tile with Family Effigies, make a Sanity roll.
Statuary Corridor – Upper Floor 5+ Remove one Relative from the house. You chant a spell and one of
the relatives turns to dust.
If You Win 0–4 Take 1 Physical damage.
The members of the twisted family
age rapidly before your eyes,
withering to husks in mere minutes.
They collapse and crumble to dust.

34 Secrets of Survival
Words from the Stars
Scenario Card: Cursed! Haunt Trigger: Mask
Traitor: Haunt Revealer
27
Read First!
INTRODUCTION
For weeks, you’ve all heard voices in your heads. Alien voices, speaking strange words and
compelling you, driving you to this old house. As you cross the threshold, the voices fade to
whispers and then stop. You feel relieved, until you start to hear the strange words again.
But this time, the words aren’t in your head—they’re coming from one of your friends, who
is saying them, shouting them. The words echo, and strange script begins to appear on the
walls. The writing spreads, growing in complexity. You cannot read the words, but you know
in your bones that you must stop their growth.
SETUP
1. The heroes have no additional setup steps.
2. The player to the left of the traitor will take the first turn after setup.
3. Find {3/4/4/5} Rune tokens and set them aside for the heroes. These are Alien Words.

Alien Words
OBJECTIVE They seem to pulse faintly.
You win when the traitor is dead.
• Alien Words may not be picked up or traded.
Tokens Needed • It costs heroes two moves to leave any tile with an Alien Word.
Hero Tokens – Knowledge of Aliens Once during your turn, you may
Rune Tokens – Alien Words Learn the Language
While on a tile with notes on the language, make a Knowledge roll.
Tiles with notes on 4+ Take your hero’s matching Hero token (if you don’t already have
the language it). This token represents your Knowledge of Aliens. Things are
Library – Ground/Upper Floor starting to make sense.
Observatory – Upper Floor 0–3 Place an Alien Word from the heroes’ pile in this room. If there
Tower – Upper Floor is already an Alien Word in this room, place an Alien Word in an
adjacent room. The words are spreading.
Laboratory – Ground Floor
Specimen Room – Ground/Upper Floor When you attack the traitor
If you have Knowledge of Aliens, you may reroll up to two of your dice.
If You Win If you win the attack, you may steal the Mask from the traitor (if they
While you will wonder forever about have it) instead of dealing damage.
the meaning of those alien words,
At the end of your turn
you will also be forever grateful that
you never found out. And when the If you are on or adjacent to a tile with an Alien Word, take 1 Mental
silence presses in close and you hear damage. The words pulse in your brain.
faint whispers, which might only be
figments of your imagination, you
turn on the radio and try to drown
them out.

Secrets of Survival 35
28 We’re Going to Need
a Bigger House
Scenario Card: Paranormal Investigators Haunt Trigger: Idol
Traitor: Haunt Revealer
Read First!
INTRODUCTION
You heard about the ghost through the mayor, who hired you to investigate but keep things
quiet. The autopsy said that the homeowner was killed in a boating accident, but rumor has
it that something more gruesome happened in this sleepy seaside town. As you investigate
for signs of paranormal activity, tidal sounds begin to rise from somewhere in the house and
your nostrils are flooded with the scent of saltwater.
SETUP
1. The heroes have no additional setup steps.
2. The player to the left of the traitor will take the first turn after setup.

Flipped Tiles
OBJECTIVE Tiles that have been flipped over are Flooded, and have doorways on all
You win when you blow up the 4 sides. Flooded tiles do not have any symbols on them. Landings cannot
Great White Ghost Shark.
be Flooded.
• Find Explosives and/or
Dynamite. Explosives
• Summon the Shark to Volatile.
your space.
Explosives can be traded between heroes, using the normal trading rules.
• Feed Explosives to the Shark.
Once during your turn, you may
Tokens Needed Search for Explosives
Ghost Shark Token On any tile with an Item symbol, make a Speed roll.
5 Trap Tokens – Explosives 4+ Take a Trap token. These are Explosives.
0–3 Nothing happens.

If You Win Once during your turn, you may

You emerge from the house, soaked Force Explosives down the Shark’s Throat
and covered in shark guts, but alive. While on a tile with the Shark, make a Might roll. Discard any
Now that you’re back on firm land, number of Trap tokens to add 2 to the result of your roll for each
you’re reminded why you never liked token discarded. If you have Dynamite, add 2 to the result of
the water. your roll.
10+ You win! The shark explodes!
0–9 Take 2 Physical damage and end your turn.

36 Secrets of Survival
A Beautiful Garden
Scenario Card: For Sale Haunt Trigger: Ring
Traitor: Haunt Revealer
29
Read First!
INTRODUCTION
“This house needs a garden,” says the realtor. You’re confused, because she’s just gesturing
at the rug and the walls. The realtor’s eyes are bright, with an otherworldly glint, and her
voice has a strange, musical quality. Something feels off, and you suddenly remember
childhood stories about faeries. Is this… could the realtor be… one of the fae?
You wrack your brain, trying to remember all you can about faeries. Let’s see… they live
in mushroom circles, you’re not supposed to eat their food, and… something about iron?
Right! Iron can harm them! That’s something. Maybe if you learn more about the fae, you
can stop them from destroying this beautiful old house.
SETUP
1. The heroes have no additional setup steps.
2. The player to the left of the traitor will take the first turn after setup.

Once during your turn, you may


OBJECTIVE Rend Iron
You win when you perform the
ritual to bind the Fae. While on a tile with an Item symbol, make a Might roll.
5+ Take a Might token (if any remain). This is Cold Iron.
Tokens Needed 0–4 Nothing happens.
Small Monster Tokens – Fae
Hero Tokens – Knowledge of the Fae Cold Iron
2 Might Tokens – Cold Iron Poisonous to faeries.
• Cold Iron can be traded between heroes, using the normal
TILES with trading rules.
information about Once during your turn, you may
the Fae Learn about the Fae
Library – Ground/Upper Floor While on a tile with information about the Fae, make a Knowledge roll.
Ritual Room – Basement 5+ Take your hero’s matching Hero token. This represents
Knowledge of the Fae. This token cannot be traded.

If You Win 0–4 Nothing happens.


There will be no garden here. The Once during your turn, you may
fae have been bound. If they return, Bind the Fae
you’ll burn the place down and salt While on a tile with one of the Fae, make a Knowledge roll. Add
the earth so that nothing will grow 2 to the result of your roll for each of the following you possess:
here ever again. Knowledge of the Fae, Cold Iron, the Ring Omen.
9+ You successfully perform the ritual and bind the Fae. You win!
0–8 Nothing happens.

Secrets of Survival 37
30 ’Til Death Do Us Part Scenario Card: A Strange Disappearance Haunt Trigger: Ring
Traitor: Lowest Sanity (other than the Haunt Revealer)

Read First!
INTRODUCTION
You find your missing friend’s body, a wedding veil gripped tightly in their hand. Somewhere
in this house, one of you has been possessed by a ghost—you’ve heard it wailing for its
long-lost love, and it’s prepared to kill if it means bringing her back to this world. You think
it wants this ring you’ve found—you figure you can lure the ghost into a trap with a promise
of reunion, using the ring as bait.
You’ll give the ghost the wedding it wants, and then you’ll banish it for good.
SETUP
1. If the Secret Stairs tile has not been discovered, search the tile stack for that tile and place it in the house, using
normal tile-placement rules.
2. Set aside the top {4/6/9/12} tiles from the tile stack and return the remaining tiles to the game box. If there
are fewer tiles than this in the stack, skip this step.
3. Take any Omens held by the traitor and give them to the haunt revealer.
4. The traitor is trying to find the Ring. When the teams separate, the heroes may freely trade Omens, using the
normal trading rules. Each hero must place their Omens face-down on the table in front of them.
5. The player to the left of the traitor will take the first turn after setup.

Omens
OBJECTIVE • The traitor is looking for the Ring.
You win when you Perform the
Ceremony. • Keep your Omens face-down in front of you unless instructed otherwise.
You may look at them at any time.
• Explore the entire house
to find the Altar. • If you want to use or benefit from one of your face-down Omens, you
• Compel the Spirit to lure must reveal it to the traitor. Then, turn it face-down again.
them to the Altar. • If you find a new Omen, do not reveal it. Place it face-down in front of you.
• Perform the Ceremony. • When trading Omens between heroes, you do not have to reveal them.
Tokens Needed When you discover the final tile in the tile stack
Altar Token Place the Altar token on that tile. A perfect place for a wedding.
Small Monsters – Wedding Party Once during your turn, you may
Compel the Spirit
If You Win While you have the Ring, reveal it and make a Knowledge roll.
Using the powerful objects in this Move the traitor a number of tiles up to the value of your roll.
house, you’ve managed to wrest the Once during your turn, you may
spirit from your friend’s possessed Perform the Ceremony
body. You drag them out to the
street and call for an ambulance. While on the tile with the Altar and the traitor, make a Sanity roll.
6+ You banish the spirit and free your friend. You win!
0–5 Nothing happens.

38 Secrets of Survival
A Ghost of a Chance
Scenario Card: Paranormal Investigators
Haunt Trigger: Holy Symbol Traitor: Haunt Revealer
31
Read First!
INTRODUCTION
The point of this most excellent excursion was to find ghosts for that cool reality show,
“Bros vs. Ghosts.” You totally hit the jackpot with a ouija board, contacting some friendly
phantoms who warn you about the cursed holy symbol your friend has found. If they escape
the house with it, the world will totally be over—bummer! The phantoms offer to assist you
in an epic battle of good vs. evil. Rad!
SETUP
1. The heroes have no additional setup steps.
2. The player to the left of the traitor will take the first turn after setup.

OBJECTIVE When you attack a Cursed Item on your tile


You win when you escape the If you aren’t using a weapon, you may attack with Sanity or Knowledge.
house with the required number (If you do, take Mental damage if you lose.) Spiritus mundi, bro!
of items.
When you attack the traitor with Might
• Attack Cursed Items to stun
them. If you win, you may steal one of their Items or Omens instead of
dealing damage.
• Dispel the Curse on stunned
items to pick them up. Once during your turn, you may
Dispel the Curse
Tokens Needed
While on a tile with a stunned Cursed Item, remove its token and
2 sets of Number Tokens – Cursed take the associated Item or Omen card. You are now carrying that
Items Item or Omen. It is no longer cursed.

TILES with
Once during your turn, you may
Speak with the Spirits
Spiritual Energy
While on a tile with spiritual energy, take one die of General damage
Gallery – Upper Floor and increase any of your traits by 1.
Graveyard – Ground Floor
Operating Theatre – Basement/ When you end your turn on the Entrance Hall
Upper Floor If you have the Holy Symbol and {3/4/5/7} other Items or Omens,
Soundproofed Room – Basement/ you win!
Upper Floor
At the end of your turn
If you are holding the Holy Symbol, take one die of General damage. (If you
If You Win are on the Entrance Hall with the number of items required to win, skip this
You did it. You managed to quash the step.) Man, this thing is really evil.
evil that had corrupted your friend.
Now you can sell TV rights to your
ghostly story of survival to “Bros vs.
Ghosts.” Self high-five!

Secrets of Survival 39
32 The Catastrophe Scenario Card: Paranormal Investigators
Haunt Trigger: Skull Traitor: Haunt Revealer

Read First!
INTRODUCTION
Rid the house of a ghost cat? It sounded like an easy job: grab a laser pointer, some fishy
treats, and whatever else you could use to distract the feline specter, and banish it into the
afterlife. The homeowner who hired you gives you a Cheshire Cat grin, and the house fills
with the sounds of dreadful mewling.
But there’s no such thing as an easy job—just an easy mark.
SETUP
1. The heroes have no additional setup steps.
2. The player to the left of the traitor will take the first turn after setup.

When you enter a tile with a Fire token


OBJECTIVE Make a Speed roll.
You win when the Bakeneko has
been banished. 5+ Nothing happens. You move through the fire without issue.
• Kill Undead Cats to weaken 0–4 Take 1 Physical damage.
the Bakeneko.
Once during your turn, you may
• Attack and defeat the
Bakeneko. Make “PSPSPSPSPS” sounds
While on a tile with an Undead Cat, bury one of your Items or
Tokens Needed Omens. Move one Undead Cat on your tile up to 4 tiles away.
Bakeneko Token That Cat becomes stunned. This does not count as an attack.
Small Monster Tokens – Undead Cats WHEN YOU ATTACK AN UNDEAD CAT
Fire Tokens – Room on Fire If you win, the cat is killed instead of stunned.

If You Win When you defeat the Bakeneko with a Might attack
You never imagined that your If there are no Undead Cats in the region, you win! The cat is banished.
knowledge of internet memes would Otherwise, the Bakeneko is stunned.
prepare you for a job like this, but
somehow it helped you to succeed
in distracting and triumphing over
a ghost cat and its army of undead
attendants. You can rest easy,
knowing that you sent them across the
Rainbow Bridge… or wherever
it is that demon cats go to play in
the afterlife.

40 Secrets of Survival
Smile for the Camera
Scenario Card: NONE Haunt Trigger: “Say Cheese”
Traitor: See Event
33
Read First!
INTRODUCTION
“Don’t let the camera steal your soul,” a voice calls as your vision returns to normal. That’s
just superstition, right? But then, there’s a body here, glassy-eyed and unresponsive. And the
doors won’t open, no matter how hard you tug on them. You don’t like the strange glint in
your friend’s eyes as they pick up an old camera—it reminds you too much of all the strange
photos you’ve seen throughout the house.
SETUP
1. The heroes have no additional setup steps.
2. The player to the left of the traitor will take the first turn after setup.

OBJECTIVE
Once during your turn, you may

You win when you have destroyed Smash the Magic Camera
all of the Cameras. While on a tile with the traitor, make a Sanity roll.
• Kill all of the Phantom 6+ If the traitor has the Magic Camera, return it to the game box.
Photographers. The Magic Camera is destroyed.
• Smash the Magic Camera. 0–5 Nothing happens.
Tokens Needed Ghostly Paparazzi
Small Monster Tokens – Phantom Phantom Photographers can only be killed with Might attacks. Other
Photographers successful attacks will stun them.
Hero tokens – Heroes’ Essence
At the end of your turn
If all of the Phantom Photographers have been killed and the Magic Camera
If You Win has been smashed, you win!
You don’t want to risk touching
anything you don’t have to, so you
decide to leave the remnants of the
camera in the house. You open the
door, which is now mysteriously
unlocked, and you help your friend to
walk outside. You’ll bring them to the
hospital, but you’re skeptical that the
doctors will know what to do.

Secrets of Survival 41
34 Down the Hall, Second
Dimension on the Right
Scenario Card: A Strange Disappearance
Traitor: Highest Knowledge
Haunt Trigger: Idol

Read First!
INTRODUCTION
The cops weren’t moving fast enough, so you and your friends decided to look into
Christina’s disappearance on your own. You traced her last movements here, to this house,
where everything seems… slippery—shadows lean in the wrong directions, and doors
appear where there were none just a moment before. As you go room-by-room in your
search for Christina, a great creaking shakes the house and then, “WHOOSH!” Everything
seems to fly apart. Squinting past the door you just came through, you see an inky purple
void. Staring into its dark depths, you see rooms swirling and dancing around, pausing next
to each other for brief moments before spinning off again. You’d better hurry up and find
Christina soon, so you can get out of here before things get really crazy.
SETUP
1. Set aside a Small Monster token. This is your friend, Christina.
2. Return the deck of Event cards to the game box.
3. Set the Number Track to {6/3/1/0}.
4. The player to the left of the traitor will take the first turn after setup.

Another Dimension
OBJECTIVE • All of the tiles are now on the Ground Floor. The Basement and
You win when you bring Christina Upper Floor regions no longer exist.
through the front door.
• Any connected tiles (such as the Upper Landing, which leads to
• Find Christina by discovering
tiles with Omen symbols. the Ground Floor Staircase) remain connected, even if they are not
adjacent to each other.
• Escape the house by returning
to the Entrance Hall with • The Mystic Elevator will only move on a roll of 2 or 4.
Christina. • Only the heroes may discover new tiles.
Tokens Needed Christina
Number Track She’s unconscious. You’ll have to carry her.
Small Monster Token – Christina • Christina can be traded to other heroes, using the normal
trading rules. If you die, another hero may take Christina from
your corpse. The traitor cannot take Christina.

42 Secrets of Survival
When you discover a new room
If You Win
Always place the top tile of the tile stack, regardless of what region(s) is
noted on the back of that tile. You are not required to end your turn when You walk up staircases that seem to
you discover a new tile. If you have any movement remaining, you may use take you lower, and push through
that movement. doors that weren’t there moments
before. When you finally escape, you
• If the tile has an Event symbol, nothing happens. have sea legs. Christina sleeps for
• If the tile has an Item symbol, draw an Item card as normal. several days after that, while you
• If the tile has an Omen symbol, draw an Omen card. Move the sleep intermittently and fitfully. In
Number Track up by 1—it cannot go higher than 8. your dreams, everything is spinning
around, around....
Once during your turn, you may
Search for Christina
While on a tile with an Omen symbol, roll dice equal to the number
on the Number Track.
9+ Take the Small Monster token and place it on your character
board. This is your friend, Christina. You are now carrying her.
End your turn.
0–8 Take 1 General damage and end your turn.
Once during your turn, you may
Attempt an Escape
If you are on the Entrance Hall and carrying Christina, roll dice equal
to the number on the Number Track.
9+ You make it out of the house. You win! You drag Christina out of the
house to safety.
0–8 End your turn. The door doesn’t lead where it should. You end up back
in the entrance hall.

Secrets of Survival 43
35 Space Slugs Scenario Card: A Strange Disappearance Haunt Trigger: Skull
Traitor: Haunt Revealer

Read First!
INTRODUCTION
Your friend made a profession out of chasing down meteors. Past-tense, because looking at
her corroded, half-eaten body, she won’t be picking up any more cosmic souvenirs. She sure
did pick a strange one for her last hurrah, though. The meteor that she predicted would land
here crashed right through the house and landed in the basement. The rock is pitted and
drenched in some kind of slime, and you watch as it starts to shiver and morph. Strange,
slug-like creatures ooze from it, making squishing noises on the floor. Slugs can be killed with
salt… right?
SETUP
1. The heroes have no additional setup steps.
2. The player to the left of the traitor will take the first turn after setup.

Salt
OBJECTIVE Basic, grocery-brand salt: good for cooking, good for killing slugs.
You win when you destroy both Nests.
• When a hero with a Salt token dies, they drop any carried
• Find Salt. Salt tokens on their tile.
• Use Salt to destroy both Nests.
• Salt tokens may be traded between heroes, using the normal
Tokens Needed trading rules.
Small Monster Tokens – Slugs Once during your turn, you may
2 Nest tokens – Slug Nest Find Salt
5 Food tokens – Salt While on a tile where you can find Salt, make a Knowledge or
Speed roll.
Tiles where you can 5+ Gain a Salt token. Found some salt!
find Salt 2–4 Nothing happens.
Kitchen – Ground Floor 0–1 Place a Slug on your tile. They’re everywhere!
Dining Room – Ground Floor Once during your turn, you may
Underground Lake – Basement Destroy a Nest
Larder – Basement/Ground Floor While on a tile with a Nest token, make a Speed roll. You may
Laboratory – Ground Floor discard any number of Salt tokens. For each Salt token you
Gymnasium – Basement/Ground Floor discard, add 2 to the result of your roll.
9+ You destroy the Nest. If both Nests have been destroyed,
If You Win you win!
The next time you’re at a party and people 5–8 Nothing happens.
start to debate whether or not aliens exist, 0–4 Place a Slug on your tile. Gah! Disturbed the nest!
you keep your mouth shut. You know what
horrors exist in the worlds above.

44 Secrets of Survival
Scenario Card: For Sale
Finding Peace
Haunt Trigger: Holy Symbol
Traitor: Lowest Sanity
36
Read First!
INTRODUCTION
When you arrive, you find the pale ghost of the realtor and the place where she fell to her
death. “This house is wrathful and full of ghosts,” she says, and she planned to sell it to
you anyway. This admission seems to free her—after her confession, she fades away with a
beautiful, holy light. You realize you can save all the ghosts in the same way that you saved
her. You can help them move on. Surely, everyone in your group feels the same.
SETUP
1. The heroes have no additional setup steps.
2. The player to the left of the traitor will take the first turn after setup.

Once during your turn, you may


OBJECTIVE Find Reconciliation
You win when the house
finds peace. While on a tile with a Ghost, make a Sanity roll.
• Ghosts appear on tiles that 5+ Remove the Ghost from the house and place it on your character
have Event symbols. board. If there are {4/5/6/8} Ghosts on character boards, the
• Help Ghosts find house has been cleansed and you win!
reconciliation. 0–4 Nothing happens.
Tokens Needed When you attack the traitor
Small Monster Tokens – Ghosts If you win, you may take an Item or Omen from them instead of
dealing damage.
If You Win When you reveal a new tile that has an Event icon
One by one, the ghosts confessed Do not draw an Event card. Instead, place a Ghost on the new tile.
their wrongs, their petty spites, their
lonesome regrets. One by one, they
found rest by sharing their burdens
with you. The house still creaks, but
now it is only from the wind. It is a
peaceful sound.

Secrets of Survival 45
37 Out of Body Scenario Card: A Mysterious Invitation
Traitor: Haunt Revealer
Haunt Trigger: Armor

Read First!
INTRODUCTION
The evening started off so well. One of your friends had received a strange email that invited
them to explore this old, abandoned house. You were having a laugh as you looked around,
but now you’ve found a strange screen on the wall. It blinks coldly, displaying various
biometric readings. A suit of armor in the corner lights up with an electric glow, and you hear
the sound of mechanized whirring as every door and window in the house slams shut. You
need to move, now, or this will be your final frontier.
SETUP
1. Give each hero their corresponding Hero token to place on their respective character boards. This is their DNA.
2. Set the Number Track to {2/3/4/5}.
3. The player to the left of the traitor will take the first turn after setup.

Body Swaps
OBJECTIVE Over the course of this haunt, the heroes will swap bodies. When
You win when all of the Security Robots a body swap happens, exchange character boards with the other
have been disabled and one of you escapes
the house. player but do not exchange Items or Omens. You control the figure
associated with the character board in front of   you. The turn
• Disable the Security Robots by order remains unchanged.
successfully attacking them.
• You may also Mess with Circuits to Once during your turn, you may
disable the Robots. Mess with Circuits
• Escape through the Entrance Hall. While you are on a tile with technology, you may attack
any Security Robot in your region. You cannot use weapons
Tokens Needed for this attack, which uses Knowledge. This counts as your
Small Monsters – Security Robots attack for the turn.
Hero Tokens – Hero DNA If you win, the Robot is disabled. Remove it from the house.
If you lose, you take Mental damage instead of Physical.
Tiles with Once during your turn, you may
Technology Attempt an Escape
Observatory – Upper Floor You may only Attempt an Escape once all Security Robots
Game Room – Basement/Upper Floor have been disabled.
Laboratory – Ground Floor While on the Entrance Hall, make a Speed roll.
Panic Room – Basement 4+ You disable some of the locks on the door. Move the
Number Track down by 1. If the Number Track reaches
If You Win 0, you escape the house and you win!
With a rush, the final bolt slides free. Dashing 0–3 Nothing happens.
down the street, you escape into the night air.
You hear a thunderous noise coming from behind
you. It’s the entire house, blasting off into space.

46 Secrets of Survival
The Sinister Soiree
Scenario Card: A Mysterious Invitation Haunt Trigger: RinG
Traitor: Haunt Revealer
38
Read First!
INTRODUCTION
Ding Dong! The doorbell rings, and people pile into the entrance hall. Someone planned a
party at this creepy old house, but who? It seems strange to you that the guests are bringing
gelatin molds and potato salad, and that they are dressed like characters from a 1950s
sitcom. By the time you’ve worked up the nerve to ask them some questions, you realize that
they’re all staring at you, their faces fixed with impossibly wide smiles. Something is very
wrong here… .
SETUP
1. The heroes have no additional setup steps.
2. The player to the left of the haunt revealer will take the first turn.

The Ring of Feasts


OBJECTIVE A simple band for a complex bond.
You win when you kill all of the
Neighbors. When the traitor is killed, take the Ring from them.
• The Ring will let you kill An Unusual Bond
multiple Neighbors in a turn.
You may attack using the Ring any number of times during your turn, until
• Call off the party to reduce
the number of Neighbors you lose an attack with the Ring.
that show up. You may not attack with the Ring during the same turn in which you
obtained it, and you may not trade the Ring to another hero if you have
Tokens Needed attacked with it during that turn.
Number Track Once during your turn, you may
Small Monster Tokens – Neighbors
Call off the Party
While on any tile with an Event symbol, make a Knowledge or
If You Win Speed roll.
You look at your friend, shocked by
6+ Move the Number Track down by 1.
the sideways turn their party has
taken. Dazed, you walk out the 0–5 Nothing happens.
front door and give a vague wave to
the neighbors heading your way. At the end of your turn
They return your greeting with If all of the Neighbors are dead, you win!
chilling enthusiasm, making the
hairs on the back of your neck stand
up. As you stagger away, you think
that maybe you’re not cut out for the
suburban life.

Secrets of Survival 47
39 Hive Mind Scenario Card: Cursed! Haunt Trigger: Book
Traitor: Highest Knowledge (other than Haunt Revealer)

Read First!
INTRODUCTION
Moths, cicadas, bees. Lately, all kinds of flying insects have clouded the skies over the town,
and each night they swarm to this house. You’ve decided to sate your curiosity about this
strange phenomenon by searching the house for clues. Going room by room, you eventually
discover an old, tattered notebook full of scientific terms, detailed anatomical drawings of
wasps, and inscrutable scrawls. One page catches your attention—it reads, “Human/Insect
Hybrid Lab Notes.” Behind you, you hear a buzz, and the flutter of wings....
SETUP
1. Set the Number Track to {5/4/4/3}.
2. The player to the left of the traitor will take the first turn after setup.

Wasp Eggs
OBJECTIVE You can feel something squirming inside.
You win when you kill the
Giant Wasp. • Heroes may pick up Nest tokens. These are Wasp Eggs.
• Heroes may trade Wasp Eggs, using the normal trading rules.
Tokens Needed
Once during your turn, you may
Number Track
Destroy an Egg
Giant Wasp Token
While you are holding any number of Wasp Eggs, make a Knowledge
Small Monster Tokens – Worker roll to attempt to destroy them.
Wasps
Nest Tokens – Wasp Eggs 5+ Return all of your Wasp Eggs to the traitor. You destroy the eggs.
0–4 Place a Small Monster token on your tile. This is a Worker Wasp.
It’s moving!
If You Win
The giant wasp that was once your When you attack the Giant Wasp
friend shrivels, as though it’s been For each Wasp Egg in the house (including those held by heroes), subtract
out in the sun for too long. The 1 from the result of your roll. If you successfully attack the Giant Wasp,
other insects fall to their deaths, you win!
raining over your hair, your clothes,
everything. You leave quickly, covered
in exoskeletal husks. You’re going to
need a shower.

48 Secrets of Survival
Return of The Fleshwalkers
Scenario Card: For Sale Haunt Trigger: Mask
Traitor: Haunt Revealer
40
Read First!
INTRODUCTION
You already live in this house. Well, not you, but your evil twins. They wear masks of your
faces and pretend to be you. “The crystal ball showed us you would arrive,” says a twin in a
monotone voice. “It showed us ourselves, walking through the entrance. False versions of us
cannot be allowed to walk the earth.” You agree. You can’t let the fakes exist, and you are
most certainly not a fake.
SETUP
1. The heroes have no additional setup steps.
2. The player to the left of the traitor will take the first turn after setup.

Once during your turn, you may


OBJECTIVE Consult the Crystal Ball
You win when you have killed all
of the Evil Twins. While on a tile where you can scry, make a Knowledge roll.
• You may kill your own Evil 5+ Stun an Evil Twin. You poke the ball, and the figure in the
Twin. image stumbles.
• If you have the Mask, you 0–4 Nothing happens.
may kill any Evil Twin.
When you attack the traitor with Might
Tokens Needed If you win, you may steal the Mask from them (if they have it) instead of
Small Monster Tokens – Evil Twins dealing damage.
Hero Tokens – Twin Identities
When you kill an Evil Twin
If there are no more Evil Twins, you win!
Tiles where you
can Scry
Tower – Upper Floor
Ritual Room – Basement

If You Win
You look into the crystal ball, and see
the front door open as several figures
walk through. You peer in closer,
trying to get a better look through the
distorted glass. One of these
newcomers looks exactly like you.
No… it can’t be. Not again.

Secrets of Survival 49
41 A God in the Machine Scenario Card: For Sale Haunt Trigger: Idol
Traitor: Haunt Revealer

Read First!
INTRODUCTION
You split up to find the realtor, who for some reason wasn’t waiting out front. Just as you
think to yourself, “Remodeling this place will cost a fortune,” the lights flicker, and you
hear an odd mechanical hum. You get the strange feeling that the house is shivering in
anticipation. Suddenly, a radio blares to life beside you. It’s probably just bad wiring, but
why is it calling your name?
SETUP
1. Set the Number Track to 0.
2. Place 5 Searched tokens near the Number Track.
3. The player to the left of the traitor will take the first turn after setup.

Triggering a trap
OBJECTIVE When you enter a tile with a Trap token, take two dice of General
You win when you overload all of the damage. The Trap stays on the tile.
Generators.
• Sabotage Electronics and Disable Once during your turn, you may
Traps to find supplies to help you Disable a Trap
Overload the Generators. While on or adjacent to a tile with a Trap token, make a Speed roll.
Tokens Needed If you are on the same tile as the Trap, add 2 to the result of your roll.
6+ Remove the Trap and give it to the traitor. Move the Number
Number Track Track up by 1.
5 ON/OFF Tokens – Generators
0–5 Nothing happens.
5 Trap Tokens
5 Searched Tokens – Sabotage Once during your turn, you may
Sabotage Electronics
TILES with While on a tile with electronics, make a Knowledge or Might roll.
Electronics 5+ Move the Number Track up by one. Place a Searched token
Panic Room – Basement on the tile.
Vault – Basement 0–4 Nothing happens. ZZZZAAP
Kitchen – Ground Floor You cannot Sabotage Electronics on a tile that already has been
Laboratory – Ground Floor sabotaged.
Game Room – Basement/Upper Once during your turn, you may
Floor Overload the Generator
While on any tile with a Generator, roll dice equal to the number
If You Win on the Number Track.
You don’t know what was living in the 5+ Flip the Generator token to OFF. If all Generators are OFF,
wires here, but it felt enormous. You take you win!
your escape as victory enough and hope 0–4 End your turn.
that whatever it is never finds its way out
of this house.

50 Secrets of Survival
Snack Attack
Scenario Card: Paranormal Investigators Haunt Trigger: Dog
Traitor: Haunt Revealer
42
Read First!
INTRODUCTION
You’ve followed in the footsteps of a group of ghost hunters who disappeared here with their
dog some years ago. This house is now haunted by their spirits, which you are intent on
putting to rest. You didn’t think there were any survivors, but then you hear a low, canine
growl, forming words you can’t quite make out.
SETUP
1. If the Larder tile has not been discovered, find it in the tile stack and place it in the Basement.
2. The player to the left of the traitor will take the first turn after setup.

Once during your turn, you may


OBJECTIVE Exorcise the Spirit
You win when you lay enough
spirits to rest. While on a haunted tile, make the corresponding trait roll. You
cannot make this roll if there is already a Searched token on that tile.
• Exorcise spirits in specific
rooms. Library: Make a Knowledge roll.
Larder: Make a Might roll.
Tokens Needed Gymnasium: Make a Speed roll.
Searched Token – Exorcised Spirit Chapel: Make a Sanity roll.
Demon Dog Token 4+ Place a Searched token on that tile.
5 Food Tokens – Stolen Food 0–3 Nothing happens.

When you attack the Demonic Dog


Haunted Tiles You may attack using Sanity. If your attack is successful and {2/3/4/4}
Library – Ground/Upper Floor the spirits have been exorcised, you win!
Larder – Ground Floor If you are attacked by the Demonic Dog and
Gymnasium – Basement/Ground you have a Food token
Floor It is much more interested in the meat.
Chapel – Ground Floor
You may give the Demonic Dog a Food token. If you do, subtract 4
from the result of the Dog’s roll.
Once during your turn, you may
Steal Food from the Larder
While on the Larder tile, make a Speed roll.
4+ Take a Food token, if any remain.
0–3 No effect.

Secrets of Survival 51
43 Hide and Eat Scenario Card: A Strange Disappearance
Traitor: Most Omens
Haunt Trigger: Dog

Read First!
INTRODUCTION
Ronnie locked herself in this house on purpose. You didn’t realize that when you came here
to rescue her, and now you’re the one who needs rescue. When you found Ronnie, you were
all pretty surprised to find that she wasn’t exactly human. You probably should have paid
more attention to the lunar calendar. You just have to survive until dawn, when Ronnie will
turn back into her normal self. That can’t be too hard, right?
SETUP
1. Set the Number Track to {6/7/8/9}.
2. Bury the Dog. Place the Werewolf token on the haunt revealer’s tile.
3. The player to the left of the traitor will take the first turn after setup.

Once during your turn, you may


OBJECTIVE Hide
You win when dawn has come.
Make a Speed roll. If you are on a tile with a hiding spot, add 1 to
• Hide to speed the coming of dawn. the result of your roll. You cannot take this action if the Werewolf
is in line of sight.
Tokens Needed
5+ Take a Hidden token. You are now hidden, and you cannot
Number Track be attacked.
Werewolf Token 0–4 Nothing happens.
Hidden Tokens – Hidden Heroes
When you move
Tiles with Hiding Discard your Hidden token. You are no longer Hidden.
Spots Once during your turn, you may

Armory – Basement/Ground Floor Charm the Beast


Soundproofed Room – Basement/ While on a tile with the Werewolf, make a Sanity roll. For each
Upper Floor hero on that tile that is not hiding, add 1 to the result of your roll.
Catacombs – Basement 8+ Stun the Werewolf.
Winter Bedroom – Ground/Upper Floor 5–7 Nothing happens.
Graveyard – Ground Floor 0–4 Take 1 Physical damage.
Statuary Corridor – Upper Floor
At the end of the monster turn
If You Win The werewolf howls.
While you’ll never know exactly why Move the Number Track down by 1. If no hero took damage this turn,
your friend betrayed you, you unearth a move it down by 2 instead. If the Number Track is at 0, you win!
rumor that blood spilled in this house has Otherwise, each hero sets aside their Hidden token. The heroes are no
the power to grant immortality—maybe longer Hidden.
that has something to do with it.

52 Secrets of Survival
A Missing Seam
Scenario Card: A Strange Disappearance Haunt Trigger: Mask
Traitor: Left of the Haunt Revealer
44
Read First!
INTRODUCTION
On a side table, you notice a mask that looks a lot like your missing friend’s face. Nearby,
a voice says, “Such craftsmanship. Don’t worry, you’ll soon be beautiful enough to wear
as well.” You look back, only to discover that one of your friends has vanished and been
replaced by a plastic mannequin. Every time you blink, they seem to move a little closer to
you. You turn to run, but there are more of them. You can only think of one solution—you’re
going to have to burn the place to the ground.
SETUP
1. The haunt revealer must turn their tile face-down and place their figurine back on that tile. That tile is now
Burning. If there are only three players, flip the other hero’s tile as well (unless they are on a Landing tile).
2. Find 5 Fire tokens and set them aside.
3. The player to the left of the traitor will take the first turn after setup.

The house is on fire


OBJECTIVE Burning tiles are turned face-down. Burning tiles are not considered to have any
You win when you set the symbols or effects, and they count as having doorways on all four sides.
house on fire and escape.
• Burn every room in the If a Landing tile would be set on fire, do not turn it face-down. Instead, place a
house. Fire token on that Landing. You may still move between the Basement Landing
and the Ground Floor staircase, and between the Ground Floor staircase and
Tokens Needed the Upper Landing, even if they are Burning. (The Ground Floor Landing counts
Small Monster Tokens – as one tile for fires.)
Mannequins When you move onto a Burning tile
Fire Tokens You take 1 General damage. The flames are spreading.
Once during your turn, you may
If You Win Set a Fire
You rush out the door, managing
to escape the choking smoke and While on any tile, make a Sanity roll.
biting flames that are burning 4+ Flip the tile over. It is now Burning. If this is a Landing tile, place a Fire
this place to the ground. You token on it instead.
see the “person” you once 0–3 Nothing happens. You can’t bring yourself to do it.
called your friend at one of
the windows. Their face melts, At the end of the monster turn
their eyeballs drooping with the The fire spreads. Each continuous section of Burning rooms counts as a single fire.
sagging weight of their plastic For each of those fires, choose any tile in the house that is adjacent to that fire
exterior. It’ll be some time before (whether or not there is an open door between them), then simultaneously flip
you feel comfortable shopping at those tiles face-down. Those tiles are now Burning.
the mall again. If no fires are able to spread, place a Fire token on a Landing tile that does not
already have one. That landing is now Burning.
At the end of your turn
If the entire house is Burning, you win!
Secrets of Survival 53
45 An Audacious Debut Scenario Card: A Mysterious Invitation
Traitor: Haunt Revealer
Haunt Trigger: Book

Read First!
INTRODUCTION
When your friend rented this QuikBnB house for the weekend, it was to celebrate being cast
in the show they’d been auditioning for. What they didn’t mention was that you’d all be part
of the production. From somewhere in the house you hear a count, “5...4...3...2... cameras
rolling. Knock ’em dead, kid!”
Your friend’s voice echoes throughout the house, with an unexpected menacing tone. “Time
for some realistic death scenes!”
SETUP
1. The heroes have no additional setup steps.
2. The player to the left of the traitor will take the first turn after setup.

OBJECTIVE
Once during your turn, you may

You win when you ruin the Steal the Script


audition. While on the tile with the traitor, if they are holding the Book, make
• Kill the traitor, and make sure a Speed roll:
they are not just playing dead. 4+ Take the Book.
• Rewrite the script to hasten 0–3 Nothing happens.
the death scene.
Once during your turn, you may
Tokens Needed Rewrite the Script
Number Track If you have the Book and you are on a tile where you can write, make
a Knowledge roll.
Tiles where you 6+ Move the Number Track down by 1. You scribble a quick death scene.
can Write 0–5 Nothing happens. It’s hard to write a compelling narrative. You’re not
Library – Ground/Upper Floor even sure where to begin.
Ballroom – Ground Floor When the traitor dies
Gallery – Upper Floor If the Number Track is at 0, you win! Otherwise, they will move themselves
Guest Quarters – Ground/Upper Floor to a designated tile within the house. Move the Number Track down by 1.

If You Win
Your phone rings suddenly, and a
voice you know from television speaks,
“Impressive show! The audience loved
this premiere! Care to come back next
week for the next episode? You bring
some friends. We’ll bring the fans.”

54 Secrets of Survival
Ghost Hair
Scenario Card: Cursed! Haunt Trigger: Skull
Traitor: Haunt Revealer
46
Read First!
INTRODUCTION
You haven’t been feeling well for days, but it isn’t until you find the skull that you finally
understand why. Hair pushes through the skull’s porous texture until it is completely covered
by stringy, wet strands. Your friend keels over, their agonized screams muffled by the same
wet hair pouring out of their mouth. It crawls over their body, consuming them. “I am
Revenge,” gurgles the monster that was once your friend. You’re going to have to find an
antidote before you become a monster, too!
SETUP
1. The heroes have no additional setup steps.
2. The player to the left of the traitor will take the first turn after setup.

Antidotes
OBJECTIVE A quick experiment.
You win when you successfully
cure the traitor. • Number token “1” is the real Antidote.
• Find the real Antidote. • If you have the real Antidote, you may trade it using the normal
• Defeat the Giant Hair trading rules.
Monster while you have Once during your turn, you may
the real Antidote. Learn about the Curse
Tokens Needed While on the Library, make a Knowledge roll.
Giant Hair Monster Token 5+ Flip a face-down Antidote token to its face-up side.
Small Monster Tokens – Small 0–4 Nothing happens.
Hair Monsters
Number Tokens – Antidotes Once during your turn, you may
Make a Discovery
If You Win While on a tile with an Antidote token, you can flip it over to see if it
is the real Antidote. If it is, you may pick it up.
You splash the antidote all over your
friend and across the walls of the When you attack the Giant Hair Monster
house, which are now tangled with
If you have the real Antidote, add 3 to your result. If you successfully attack
wet, moldy hair. The hair recedes
the Giant Hair Monster while you have the real Antidote, you win!
until it disappears, returning your
friend back to you. As you leave the
house, you pick a hair out of your
mouth. You’re sure it’s nothing.

Secrets of Survival 55
47 A Knight to Remember Scenario Card: Paranormal Investigators
Haunt Trigger: Armor Traitor: Haunt Revealer

Read First!
INTRODUCTION
Many ghost hunters before you have tried to unlock the mysteries of this place, but they
were never heard from again. As you theorize with your colleagues about what might have
happened to those lost souls you hear the dulcet tones of a recorder, playing a medieval tune.
A portal opens up, tearing through the fabric of time itself. Huh. That might explain it. As
you ponder this development, your friend cackles. On the other side of the portal, a knight
laughs in the exact same way.
SETUP
1. The heroes have no additional setup steps.
2. The player to the left of the traitor will take the first turn after setup.

OBJECTIVE Another Dimension


You win when all of the Portals A hero with a Hero token is Trapped. Trapped heroes may not trade with
have been closed. non-Trapped heroes.
• Escape the Portals. LEAP THROUGH A PORTAL
• Close the Portals. At the start of your turn, make a Speed roll to determine how far you are
Tokens Needed able to move (minimum 1 tile).
Hero Tokens – Trapped Heroes Once during your turn, you may

Portal Tokens – Dimensional Portals Escape the Portal


While on a tile with a Portal token (and you are Trapped), make a
Knowledge roll. In there is a non-Trapped hero on your tile, add 2 to
If You Win your roll.
The last of the portals closes, ending 6+ Give the traitor your Hero token. You are no longer Trapped.
the knight’s reign of terror on this Made it!
side of existence. As you exit the
house, you take a moment to think 0–5 Gain 1 Knowledge. Not quite, but you gained some insight....
of those poor souls forever lost to Once during your turn, you may
another time. Close the Portal
While on a tile with a Portal token (and you are not Trapped), make a
Knowledge or Sanity roll.
4+ You close the Portal. Remove that Portal from the house. If this
was the last Portal, you win!
0–3 Take one die of Mental damage.

56 Secrets of Survival
Don’t Upset the Host!
Scenario Card: A Mysterious Invitation Haunt Trigger: Skull
Traitor: Highest Might
48
Read First!
INTRODUCTION
Your friend dashed off a while ago to tend to their grandfather, who owns this house. They
told you that he wouldn’t mind having company over, but despite your low-key gathering,
some kind of anger seems to permeate the house. Somewhere, from deep within, you can
hear your friend negotiating with someone—or something—else. Something that makes a
clattering sound.
You hear your friend say, “Alright, I’m sorry to disturb you. They’ll be quiet. They’ll be yours.”
SETUP
1. The heroes have no additional setup steps.
2. The player to the left of the traitor will take the first turn after setup.

When you attack the Head of the House


OBJECTIVE If you win the attack, the Head of the House is killed instead of
You win when you permanently stunned. Take the Skull. The skull rolls to your feet, still chattering.
trap the Head of the House.
• Bring the Skull to the Panic At the end of your turn
Room. (The Panic Room is a If you are carrying the Skull, make a Speed roll.
Basement tile.)
5+ Nothing happens.
Tokens Needed 0–4 Take 2 Physical damage. Ouch, it bites!
Head of the House Token
When You Reach the Panic Room
If you are carrying the Skull, you win! And stay there!

If You Win
With a click, the door to the panic
room locks your host inside. It shouts,
but you have already begun to walk
away. As you leave the manor, you
lock your former friend inside. Their
pounding on the door quickly fades
to nothing, and the key to the house
melts away in your hand, leaving
behind a congealed mass of blood
and ash.

Secrets of Survival 57
49 Terms and Conditions Scenario Card: For Sale Haunt Trigger: Dagger
Traitor: Haunt Revealer

Read First!
INTRODUCTION
The realtor informs you that your offer was not accepted. “I’ve come to a quite satisfactory
agreement with a new buyer,” she says, and for the first time, you notice how sharp her teeth
look. “The contract’s already been signed, and there’s a certain little clause that I’m
particularly excited about. Oh, and don’t bother trying the doors—they’re already locked.”
She turns to acrid smoke and sinks into the floorboards.
SETUP
1. Each hero takes a Blood token and places it on their character board.
2. The player to the left of the traitor will take the first turn after setup.

The Contract
OBJECTIVE An infernal document; the parchment is warm to the touch.
You win when you burn the
Contract. The Contract can be traded between heroes, using the normal
trading rules. The traitor cannot hold or touch the contract.
• Steal the Contract from the
Demon. When You Attack the Demon with Might
• Burn the Contract. If you win, you may steal the Contract from the Demon (if they have it)
Tokens Needed instead of dealing damage.
Blood Tokens Once during your turn, you may

Contract Token Burn the Contract


Demon Token While you have the Contract, make a Knowledge roll. If you are in a
room with fire, add 4 to the result of your roll.
7+ You burn the contract. You win!
Rooms with Fire
4–6 Nothing happens.
Furnace Room – Basement
Ritual Room – Basement 0–3 Take 1 Physical damage. Ouch! It burns!
Kitchen – Ground Floor Blood Tokens
Laboratory – Ground Floor You prefer it inside your body.
Charred Room – Ground/Upper Floor • Blood tokens cannot be traded, and a hero may not pick up a
Blood token that has been dropped.
If You Win • If you die or take Physical damage, place your Blood token on
You’re alive, but you also haven’t your tile.
found a house to buy. Obviously, • If you don’t have your Blood token at the end of your turn, take
the former is more important—you 1 die of Mental damage.
really do like being not murdered by
Once during your turn, you may
a demon, but still… you thought this
house was the one. Perform Blood Magic
If you have your Blood token, take 1 die of Mental damage and gain
1 Might.

58 Secrets of Survival
The Taste of Flesh and Metal
Scenario Card: Cursed! Haunt Trigger: Armor
Traitor: Haunt Revealer
50
Read First!
INTRODUCTION
Local rumors tell that this mansion was once overrun with some type of living, growing flesh.
You all assumed it was just an urban legend, until you all started having the same, recurring
nightmares that led you to the house. You’re startled to hear your friend start screaming
from somewhere in the house, and when the screams stop abruptly, the hairs on the back of
your neck stand up. You’re going to have to destroy that thing before it gets you, too.
SETUP
1. Set aside (3/4/4/5) Trap tokens. These are Explosives.
2. The player to the left of the traitor will take the first turn after setup.

Once during your turn, you may


OBJECTIVE Set Makeshift Explosive
You win when you destroy
the house. While on any tile, bury an Item or Omen. Then, make a Speed or
Knowledge roll.
• Set Explosives to rig the
house to explode. 6+ Place an Explosive on your tile. If there are no Explosives left,
you may move an already-placed Explosive to your tile.
Tokens Needed Unconventional, but just crazy enough to work.
Number Track 0–5 Nothing happens. Do not place an Explosive. You destroy the trap
before it is set.
Construct Token
Trap Tokens – Explosives Consumed Rooms
The Construct is Consuming rooms. Consumed room tiles are turned
If You Win face-down. They are considered to have no symbols or text, and they have
doorways on all 4 sides. Landing tiles cannot be Consumed. Explosives
You look back as the house collapses, remain on Consumed rooms when they are turned over. You may place
odd explosions rocking its structure. Explosives on Consumed rooms.
Not all of you made it out, but at
least that thing is gone for good. At the end of your turn
You hope. If all of the Explosives have been placed, and there is at least one Explosive
in each region, you win!

Secrets of Survival 59
BETRAYAL AT HOUSE ON THE HILL, AVALON HILL and HASBRO and all related trademarks and logos are trademarks of Hasbro, Inc. © 2022
Hasbro. Hasbro, Pawtucket, RI 02861-1059 USA. Manufactured by: Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont, CH. Represented by:
Hasbro, De Entree 240, 1101 EE Amsterdam, NL. GB Hasbro UK Ltd., P.O. Box 43, Newport, NP19 4YH, UK. Tel.: 00800 22427276.

Consumer contact:
US/Canada: Hasbro Games, Consumer Affairs Dept., P.O. Box 200, Pawtucket, RI 02861-1059 USA. TEL: 1-800-255-5516.
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UK: [email protected]
Parents:
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