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Betrayal: The Werewolf's Journey – Blood on the Moon

Expansion for Betrayal at House on the Hill: 3rd Edition

Betrayal: The Werewolf's Journey – Blood on the Moon Rulebook

Table of Contents

Table of Contents

  • How to Play Blood on the Moon
  • Variable Number of Players
  • Components
  • Symbols Used
  • Survivors' Book: Secrets of Survival
    • Haunt 1: Leader of the Pack
    • Haunt 2: House of Darkness
    • Haunt 3: Werewolf Team
    • Haunt 4: Hunter and Prey
    • Haunt 5: Not Just a Phase
  • Traitor's Tome
    • Haunt 1: Leader of the Pack (Traitor)
    • Haunt 2: House of Darkness (Traitor)
    • Haunt 5: Not Just a Phase (Traitor)

How to Play Blood on the Moon

  1. To play this expansion, one player plays as Sara. Start the game with the human side of Sara's character card face up, with Sara's figure on it.
  2. Use the scenario card from this expansion to summon the special enemy for that scenario.
  3. Shuffle the item and event cards into their matching decks. Add the room tiles to the base game's room tiles.
  4. When a scenario's trigger comes up, Sara transforms into a werewolf. Turn her character card over to the werewolf side. Replace Sara's figure with the werewolf figure on the same tile before following any instructions connected with the scenario. Sara counts as a werewolf for any game effect connected with werewolves, regardless of which side of her character card is currently face up. Note that you do not need to move the clip on the werewolf side of the character sheet unless the scenario's conditions tell you to.

Passage in the source PDF: a further paragraph in the same block is unreadable (the text layer and the page render both show corrupted glyphs), so it is omitted here.

Variable Number of Players

The game can be played by 3 to 6 players, and some aspects of the game depend on how many there are. For example, the traitor may have more Hell Hounds in a five-player game than in a three-player game. The number of Hell Hounds for the traitor is shown as {1/5/7/9}:

  • 1 = game for three players
  • 5 = game for four players
  • 7 = game for five players
  • 9 = game for six players

The setup instructions for the full game are in the Betrayal at House on the Hill (3rd Edition) rulebook.

Components

  • Large monster tokens (Vampire, Ghost)
  • 1–20 small monster tokens
  • 18 numbered tokens
  • Rune tokens
  • Trait tokens
  • Blood / Nest tokens
  • Altar tokens

Symbols Used

  • Event
  • Item
  • Omen
  • Special action
  • Monster information
  • Starting tile
  • Important changes
  • Death

Survivors' Book: Secrets of Survival

The survivors' book contains the five Blood on the Moon haunts, each with the survivors' side (the scenario card and the rules that the heroes follow). The traitor's side of each haunt is in the traitor's book, in the section after this one.

Haunt 1: Leader of the Pack

Scenario card: Howl at the Moon. Trigger: Dog or Ring. Traitor: Werewolf.

READ FIRST!

Introduction: Sara helped you search the house, but she was not looking for anything in particular. Now you understand that she was simply stalling for time. The snarls and howls of wolves surround you. And you realize that the main course of the evening is you.

Setup:

  1. Bury all Omen cards.
  2. The player to the left of the traitor takes the first turn after setup.

Goal: The heroes win when the traitor, the chief werewolf, is defeated.

Required tokens: Small monster tokens (wolves). Rune tokens (silver items).

If you win: When Sara is defeated, the remaining wolves of the pack freeze and let out a low, mournful howl. Soon you notice that you have started howling along and feel a slight tingle. I am sure that is normal, isn't it?

Once during your turn, you may:

Search for a silver item

While on a tile with an item symbol or an omen symbol, make a Knowledge roll.

  • 3+ Look at the top four cards of the item deck (if you are on a tile with an item symbol) or the omen deck (if you are on a tile with an omen symbol). Add one of these cards to your hand and put the rest on the bottom of their deck. If this card is a weapon, place a rune token on it.
  • 0-2 Nothing happens.

When you attack a werewolf with a weapon: If your weapon has a rune token on it, roll two additional dice, and the werewolf cannot increase its physical traits during its next turn.

Haunt 2: House of Darkness

Scenario card: Howl at the Moon. Trigger: Holy symbol or skull. Traitor: The scenario initiator (or the player to the left of the initiator, if the initiator was the werewolf).

READ FIRST!

Introduction: Sara transforms into an enormous beast of fur and claws. But her speech quickly convinces you that she is no threat, and meanwhile she sniffs the air around you. Libra Maleficarum, the book of "Baneful Influences," warns of a powerful ancient vampire that grows stronger on the blood of people such as me. This creature has settled here, and if you do not help me stop it, it will not be satisfied with only my blood.

Setup:

  1. Flip Sara's character sheet to its werewolf side.
  2. Take {2/3/4/5} rune tokens and set them aside.
  3. The player to the left of the traitor takes the first turn after setup.

Goal: The heroes win when the vampire is defeated in a consecrated room with an altar.

Required tokens: Vampire token, altar token, rune token (consecrated place), blood tokens.

Once during your turn, you may:

Consecrate the territory

While on a tile with an omen symbol, make a Knowledge roll. You cannot make this roll on a tile that already has a rune token on it.

  • 3+ Place a rune token on this tile. The tile is now consecrated. The ritual from Libra Maleficarum will help you defeat the vampire master.
  • 0-2 Nothing happens.

Once during your turn, you may:

Prepare the altar

While on a consecrated tile, make a Mind roll. You can make this roll only if all the rune tokens are already on tiles.

  • 4+ Add the altar token to the room.
  • 0-3 Take 1 mental damage die. The unholy forces resist your attempt to prepare the room.

If the werewolf attacks the vampire: Roll one additional die for each surviving hero.

If the vampire is defeated in combat: If the vampire is defeated in a room with the altar token, the heroes win. Otherwise the heroes choose any tile without a hero and move the stunned vampire there. The vampire turns into mist when you force it to retreat.

If you win: The ancient vampire crumbles to dust before your eyes, consumed by holy light. When the dust settles, not a trace of the vampire's tyranny remains. Soon you will have to get to know Sara, to learn what it is like to be a werewolf and where she got that strange book. But for now you are just glad your necks are safe.

Haunt 3: Werewolf Team

Scenario card: Howl at the Moon. Trigger: Idol. Traitor: None.

READ FIRST!

Introduction: Sara reads an excerpt from Libra Maleficarum, "Baneful Influences": the only way to break her curse is to go through a rite of initiation here, in this place where the thin line between life and death is blurred. The idol you have just found begins to glow softly, and weeping spirits appear in the air around you. The spirits sweep the idol away. "These spirits are here to challenge us, not to destroy us. But we must still take the challenge seriously if we want to get out of here." At that moment, ghostly ectoplasmic green numbers appear on the wall: "0-0."

Setup:

  1. Flip Sara's character sheet to its werewolf side.
  2. In the room where the ghost was found, place a nest token. This is where the ghost tries to carry the idol.
  3. Draw a new room tile and place it in a valid space. Place the ghost token, trait token and altar token in this new room. If you cannot draw a new room tile, place the tokens on the tile farthest from the starting tile instead.
  4. Place {3/4/5/6} small monster tokens on this tile as well.
  5. Set aside both sets of numbered tokens from 1 to {2/3/4/5}. One set is used to track your score, the other to track the monsters' score.
  6. Put the idol card back in the box.
  7. Place the monster card to the left of the ghost detector.
  8. The player to the left of the monster card takes the first turn after setup.

Goal: You win when you bring the trait token to the altar token {2/3/4/5} times.

Required tokens:

  • Ghost token: the ghost opponent
  • Small monster tokens: interfering spirits
  • Trait token: the idol, used to score
  • Sets of numbered tokens
  • Altar token: the heroes bring the idol here to score points
  • Nest token: the ghost brings the idol here to score points

Once during your turn, you may:

Take the idol

While on the same tile as the idol, if there is a ghost opponent on that tile, make a Might roll opposed by the ghost's Speed. If you succeed, you take the idol. If you fail, take 1 mental damage die. If you are on the same tile as the idol and no ghost opponent is there, or if the ghost is stunned, you automatically take the idol. Think faster! You may also take the idol from another hero.

Once during your turn, you may:

Score!

If you have the idol and bring it to an altar token, you score points. Take the token with the lowest number for your side. If you take the last number for your side, you win. Otherwise draw a new room tile and place it in a valid space. Place the idol in the new room. If there are no more room tiles, place the idol on the tile farthest from the explorers.

When the turn reaches the monster card, the ghost opponent begins its turn, followed by the interfering spirits.

If you win: With the last placement of the idol, the ghostly audience cheers and the spectral numbering disappears. You gather in a circle and congratulate each other on the successful trial. Sara, still a werewolf, feels the hunger that tormented her fade away. She has completed her trial, but more importantly, you have all become a team.

Monster: Ghost Opponent

Might 4; Speed 5; Sanity 4; Knowledge 4.

The ghost opponent's movement increases by 1 for each non-stunned interfering spirit on its tile at the start of its turn. You still roll its Speed as normal for the rest of its movement.

If the ghost has the idol, it moves toward the nest token. If it arrives there, the monsters take the lowest-numbered token from their set. If the last number is taken, the heroes lose. Otherwise draw a new room tile and place the idol in that room. If there are no more room tiles, place the token on the tile farthest from the ghost.

If the ghost does not have the idol, it moves toward it. If it arrives in the same room as the idol, it picks the idol up (if it was left unattended) or tries to steal it from the hero holding it. It makes a Speed roll against the hero's Sanity. If the ghost rolls higher, it takes the idol. If it does not, nothing happens.

Monster: Interfering Spirit

Might 3; Speed 4; Sanity 2; Knowledge 2.

Each interfering spirit always moves toward the idol, stopping its movement if it reaches a token, or if it stops on the same space as a hero. When it stops on the same space as a hero, it makes a Speed roll against the hero's Sanity.

  • If the spirit rolls higher, draw a new room tile and place it in any valid space, then place this hero in that space. If this hero was holding the idol, leave the idol on the tile with the spirit. If there are no more room tiles, the hero takes 1 mental damage die instead.
  • If the spirit rolls lower than the hero, the spirit is stunned.

The source does not state what happens when the spirit and the hero roll the same number.

Haunt 4: Hunter and Prey

Scenario card: Howl at the Moon. Trigger: Armor or dagger. Traitor: Hidden traitor.

READ FIRST!

Introduction: Sara turns to face all of you, and fur, fangs and claws begin to grow on her. "One of you is hunting me. I promise you I am no threat. I am only looking for a cure for my condition, while the hunter among you wants to take my hide as a trophy for their own selfish needs." Is this creature really harmless and in need of your help against a sinister hunter? Or is she actually trying to set you against one another for her own dark purposes?

Setup:

  1. Flip Sara's character sheet to its werewolf side.
  2. Shuffle the tokens numbered 1 to {3/4/5/6}, face down. Deal one of these tokens to each player.
  3. Each player then looks at their token without showing it to anyone else. The player with the token marked 1 is the traitor.
  4. The player to the left of the scenario initiator takes the first turn after setup.

Goal: The heroes win when the traitor is dead. If the traitor is the werewolf, the traitor wins if any hero kills another hero, or if all the heroes die. If the traitor is not the werewolf, the traitor wins if the werewolf dies.

Required tokens: Numbered tokens.

Hidden traitor: The traitor begins this adventure hidden from the other explorers. The player who has the token marked "1" is the traitor. Players may look at their tokens at any time.

If the traitor is the werewolf, the werewolf is an evil creature and must be stopped. In this case the heroes win if the werewolf is killed. If the traitor is any other explorer, that traitor is a sinister werewolf hunter who tries to convince everyone to kill the werewolf.

You may not reveal your number to other players unless you are told to. If you have been shown another player's number, you may not reveal it to the other players, but you may claim your innocence and place the blame on each other.

All explorers may attack other explorers. Leaving a tile occupied by another explorer costs two movement points. After the traitor is revealed, the heroes no longer act as obstacles to each other. (They still act as obstacles to the traitor.)

At the start of your turn: Take one mental damage die. Suspicions grow. Who can be trusted?

Once during your turn, you may:

Interrogate

While you are alone in one room with another explorer who is not a werewolf, make a Knowledge roll against the other explorer's Sanity roll. If you beat their roll, look at their number token, but do not show it to anyone else. If you do not beat their roll, take 1 mental damage die.

If you die: Flip your number token face up.

If you are the traitor: You may reveal yourself at any moment during your turn. When you reveal yourself, restore all your traits and gain 1 point of each of them. You no longer take mental damage at the start of your turn. If the heroes win and the traitor is the werewolf: The creature gurgles and snarls before collapsing to the floor in a terrifying mass, something between a man and a beast. Although she tried to set you against one another, you were able to expose the deception. For all this time there was a werewolf hunter here: you.

If the heroes win and the traitor is not the werewolf: "You don't understand! The creature must die! You'll be sorry!" The last words are spat at you with fury and contempt. Sara looks at you with gratitude. "I couldn't have managed without you."

If the traitor wins and the traitor is the werewolf: They were foolish to trust you. With their innocent blood and the information from Libra Maleficarum, you can keep the primal power you received without being dependent on your hunger. The old trick of the "fake werewolf hunter" has worked again.

If the traitor wins and the traitor is not the werewolf: As long as you can keep getting help from trusting simpletons, your supply of rare werewolf organs will never run out. The black market will generously reward you for today's catch.

Haunt 5: Not Just a Phase

Scenario card: Howl at the Moon. Trigger: Book or mask. Traitor: Werewolf (see the traitor's book for further information).

READ FIRST!

Introduction: Moonlight pours through the windows, bathing Sara in silver light as she stands looking at an old dusty framed photograph of a little girl holding the hand of a man who gazes at her with love. Did this young girl once live here, long ago? When the forces take over, she can no longer fight them and begins to change into a howling beast with teeth and claws. But despite the gruesome appearance, you feel that your friend may still be somewhere inside. Will you try to save your new friend from her curse, or save your own skin by subduing the beast?

Setup:

  1. Take all the trait tokens marked Might, Speed, Knowledge and Sanity, with one side up. Turn them over to the trait side, shuffle them, and set aside {3/4/5/6} of them at random. Then turn them over to show which trait tokens they are. Put the unchosen tokens back in the box.
  2. The player to the left of the traitor takes the first turn after setup.

The source wording of setup step 1 is ambiguous. It is translated literally here.

Goal: The heroes may try to save the werewolf from its curse while it is in human form, or kill the werewolf in wolf form. Either outcome brings victory.

Required tokens: Trait tokens.

Once during your turn, you may:

Prepare for the encounter with the werewolf

While on a tile with an omen symbol that does not yet have a trait token on it, choose a trait token from the supply, then roll dice for that trait.

  • 4+ Add this trait token to the tile of your room.
  • 0-3 Take 1 mental damage die and return the trait token to the supply. The curse does not simply disappear. Once during your turn, you may:

Rescue the werewolf

If you are on a tile with the traitor in human form, and you are holding a book or a mask, make a Knowledge roll, adding +1 for each trait token on the game board.

  • 5+ Roll one die. The traitor takes that much damage to both of its mental traits. If this kills the traitor, you and it win together.
  • 0-4 Take 2 physical damage dice. The wolf inside successfully resists your attempt.

Once during your turn, you may:

Destroy the werewolf!

If you attack the traitor in werewolf form, add 1 to your roll for each trait token on the game board. If this attack kills the traitor, the heroes win.

If you win by rescuing the werewolf: The hair falls away, and all the signs of deadly claws or fangs disappear. Moonlight floods the room, and Sara is saved from her curse once and for all. All it took was a little sympathy from a few strangers. She can continue her journey in search of the mystery of her life.

If you win by killing the werewolf: The beast strikes one more blow before collapsing. Sara may still be inside, but you know that it is better this way, for the safety of everyone. Right?

Traitor's Tome

The traitor's tome contains the traitor's side of the scenarios. It is read only when the haunt scenario begins (the cover reads "Do not read until the haunt scenario begins"). The survivors' side of each haunt is in the survivors' book above.

The index in the traitor's tome lists haunts 3 (Werewolf Team) and 4 (Hunter and Prey) with the scenario card, trigger and traitor only. Their traitor rules are in the survivors' book (Hunter and Prey's hidden traitor is set up there), so no separate traitor section exists for them in this book.

Haunt 1: Leader of the Pack (Traitor)

Scenario card: Howl at the Moon. Trigger: Dog or Ring. Traitor: Werewolf.

READ FIRST!

Introduction: The hamburgers you ate were not enough. When the time of transformation comes, you hear the howl of a hungry pack gathering nearby. They must feed. You must feed. Only fresh meat will do. Time to begin the feast.

Setup:

  1. Your explorer is still in the game. You are the traitor.
  2. Place the monster card to your left. The monsters will act after you.
  3. Flip your character sheet to its werewolf side.
  4. Restore all your traits to their starting values. Increase your physical traits by {1/2/3/4}.
  5. Place one small monster token on the same tile as each hero.

Goal: You win when all the heroes die.

At the start of your turn: Increase your physical traits by 1, unless you have received damage from a weapon with a rune token since your previous turn.

After your turn: Take the monsters' turn with the wolves.

Required tokens: Small monster tokens (wolves). Rune tokens (silver items).

Monster: Wolves

Might 4; Speed 4; Sanity 2; Knowledge 2.

Whenever a wolf deals damage to a hero, move that hero one tile (if possible). The wolves try to drag meat to a certain place to eat.

If you win: At last you have found your place in the world with the pack. They are content, and the hunger is sated. Now all that is left is to make new "friends" and invite them to dinner before the next full moon.

Haunt 2: House of Darkness (Traitor)

Scenario card: Howl at the Moon. Trigger: Holy symbol or skull. Traitor: The scenario initiator (or the player to the left of the initiator, if the initiator was the werewolf).

READ FIRST!

Introduction: Your master ordered you to find his prize: the coveted blood of a werewolf. Your suspicions about Sara are confirmed; she is the one your master is looking for. When your master vampire finally appears beside you, you realize that it is time to kill this hairy beast once and for all. And if anyone stands in your way, they will regret it.

Setup:

  1. Your explorer is still in the game. You are the traitor.
  2. Place the monster card to your left. The monsters will act after you.
  3. Restore all your traits.
  4. Set aside {3/4/5/6} blood tokens.
  5. Place the vampire token on the tile with the player who started the scenario.

Goal: You win when Sara, the werewolf, dies.

Required tokens: Vampire token, altar token, rune token (consecrated place), blood tokens.

Once during your turn, you may:

Share in the feeding

If you are on the same tile as the master vampire, you may return one blood token you received to the box to restore all your traits.

After your turn: Take the vampire's turn.

Monster: Master Vampire

Might 5; Speed 5; Sanity 5; Knowledge 5.

If a hero loses a fight on your tile, take one blood token, or two blood tokens if that hero is a werewolf. The vampire gets +1 to all traits for each blood token.

If you win: Your master was right: the thrill of consuming a werewolf's blood is worth any price. A pity that your friends got in the way. Well, more blood for you.

Haunt 5: Not Just a Phase (Traitor)

Scenario card: Howl at the Moon. Trigger: Book or mask. Traitor: Werewolf.

READ FIRST!

Introduction: The light of the full moon has forced you to transform before you could find a cure in this place. As in the park, you find that hunger takes hold of you. Inside you two wolves are howling: one wants these people to save it, and the other wants to devour them. Which one will you listen to? And even if you can be saved, will they help you while you try to eat them?

Setup:

  1. Flip Sara's character sheet to its werewolf side.
  2. Fully restore your traits. Increase your physical traits by {1/1/2/2}.
  3. You can no longer hold any items or omens. Bury all the items you own, and pass all your omens to the player on your left.
  4. Set the timeline to {1/2/3/4}.
  5. The game continues with the player to the left of the traitor.

Goal: You can win in one of two ways, depending on which form you are in:

  • If the other explorers cleanse you while you are in human form, you and all the surviving explorers win.
  • If you kill the last hero while in werewolf form, or if the timeline reaches its last number, you win alone.

You decide how exactly you will try to win, and you may change that decision as the game develops.

Required tokens: Trait tokens. Timeline.

At the start of your turn: Advance the timeline by 1 and make a Sanity roll.

  • If you roll more than the number on the timeline, you keep your current form.
  • If you roll equal to or less than the number on the timeline, you transform and flip your character sheet. If you take the werewolf form this way, increase your physical traits by 1.

While in werewolf form: If you kill an explorer, advance the timeline by 1.

Once during your turn, you may:

Forced change

Change your human form into the werewolf form, taking 1 mental damage die.

At the end of your turn: If you are in werewolf form and did not attack a hero, take 1 mental damage die.

If you die in werewolf form: You lose, and the heroes win.

If you die in human form: Flip your character sheet to the werewolf side and restore your physical traits to their starting values.

If you win alone: You could not hold back the hunger, and you attacked the people around you. Perhaps they could have saved you, but the hunger was too strong to resist. At least with their flesh and blood your fury has subsided... for now.