Betrayal at House on the Hill
2004
Design7.0/10
Interaction9.0/10
Artistry5.0/10
Strategy5.4/10
Complexity5.8/10

What do these ratings say about Betrayal at House on the Hill?

What kind of game is Betrayal at House on the Hill?

Betrayal at House on the Hill leans heavily into theme and atmosphere, so the setting is a core part of why people enjoy it.

How interactive is Betrayal at House on the Hill?

Betrayal at House on the Hill features meaningful player interaction, with decisions that regularly affect the rest of the table. Competition, and table awareness are important throughout the game.

What is the presentation of Betrayal at House on the Hill like?

Betrayal at House on the Hill has a polished look that supports gameplay without overpowering it. Expect a pleasant table presence with artwork that complements the game flow.

How strategic is Betrayal at House on the Hill?

Betrayal at House on the Hill sits in a middle lane where planning matters, but you can still adapt on the fly. It offers strategic decisions without demanding exhaustive optimization every turn.

How hard is Betrayal at House on the Hill to learn?

Betrayal at House on the Hill has moderate complexity, combining approachable core rules with enough depth to stay interesting. Most groups can learn it in a session and grow into stronger play over time.

These ratings reflect player feedback. If it doesn’t match your experience, add your rating to help refine it.

Betrayal at House on the Hill

Explore a haunted mansion, trigger a unique haunt, and survive the traitor!
2004 • 3–6

Player info

Average rating
3.68
Players
3–6
Avg time
60 min
Age
12+

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Overview

Betrayal at House on the Hill plunges players into a spooky mansion filled with unsettling secrets and lurking dangers. Together, you'll explore its rooms, uncovering strange objects and triggering ominous events. As you delve deeper, the house's secrets will slowly unravel, leading to one of many unique haunt scenarios.

During the haunt, one player will inevitably betray the others, becoming a monster or sinister force with their own victory conditions. The remaining players must then work together, utilizing their unique skills and the items they've found, to survive the traitor's onslaught and escape the house.

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