Betrayal at House on the Hill
Haunt Roll Delay (Betrayal at House on the Hill)
A very common Betrayal house rule delays the haunt to avoid abrupt and unsatisfying early-game endings.
Ignore haunt triggers until at least 6 omen cards have been drawn. After that, resolve haunt checks normally.
Read-Aloud Clarification Pass (Betrayal at House on the Hill)
Betrayal groups use this rule to reduce traitor-book confusion and keep dramatic reveals clean.
After haunt reveal, each side gets a 90-second silent read, then one shared clarification question before play resumes.
Hero Catch-Up Heal (Betrayal at House on the Hill)
This Betrayal catch-up variant prevents one unlucky hero from becoming irrelevant right after the haunt starts.
When haunt begins, each hero below 3 in Might or Speed immediately raises one of those stats by +1.
Kids Cooperative Haunt Mode (Betrayal at House on the Hill)
Families often run this Betrayal variant to remove betrayal stress for younger players while preserving exploration fun.
When the haunt triggers in kids mode, ignore traitor assignment and run the haunt objective as fully co-op.
Party Night Penalty Sips (Betrayal at House on the Hill)
A social Betrayal drinking variant keeps dramatic moments fun and simple without changing board flow.
Lose 2+ trait points in one event: one sip. Trigger the haunt: chooser assigns two sips.