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Betrayal at House on the Hill: Widow's Walk» Forums » Rules

Subject: Haunt 53 clarification on locked panic room? rss

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We played haunt 53, Till Morning Light, and as part of it you need to put a lock on the panic room door. The traitor said there were no rules on how to unlock the door with the exception that three or more surgers can break the door down. The traitor starts with a key, but there are no rules on how to remove the lock. When the haunt was revealed one of our players was in the room when the lock went on so they were mostly safe. I was unable to find any online ruling for this while we were playing, and fortunately it happened at a place that was impossible for the traitor to win anyway so it didn't become a big rules discussion. Did I miss something in the rules? I know a traitor can walk through locks but based on the rules in the traitor's tome it made it seem like they couldn't. Also, how does a player get in/out of it in that situation?

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Daniel Jonas
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In the second bullet of the section How the Surgers get in the Secrets of Survival states:

"You can get through the Lock to the Panic Room, but the Surgers may have more trouble doing so."

This means, heroes can enter and exit the Panic Room as they wish.

The Traitor can also ignore the Lock and enter and exit the Panic Room, because this is one of the Traitor's powers described in the Rules Sheet of the expansion.
The Traitor doesn't need the key to move through any locked door (including the locked Panic Room Door).

The Surgers cannot move through locked doors (including the locked Panic Room) as they wish. They have to do it like described in the first bullet of the section Special Movement Rules in the Traitor's Tome:

"Surgers cannot get through a Lock unless there are a total of three Surgers on either or both sides of the Lock. If so, remove the Lock from the door."

Now there is only the question left: Is there a way for the Traitor to remove the lock from the Panic Room?

No. Neither Traitor nor the heroes can remove the lock from the Panic Room. The 3+ Knowledge Roll is a Locked Room effect and doesn't affect Locks in other Rooms.
Only the Surgers can remove the Lock on the Panic Room's door, like describer in the first bullet of the section Special Movement Rules in the Traitor's Tome.
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