Betrayal at House on the Hill: 2nd
Edition
Publisher: AvalonHill (2010)
Players: 3-6
Play Time: 30
min – 2 hrs
Genre: Board
Game, Strategy, Horror, Co-op
Price: $49.99
Gather a few of your gaming friends and
sit down for a game that never plays the same way twice. Betrayal
at House on the Hill has a lot
of parts and can be quite daunting for those playing it the first
time, but once they get the hang of it there's a lot of fun to be
had. The game was created by Bruce Glassco and the first edition won
the Gamers Choice Award at
the Origins Game Fair in 2004. It consists of twelve different
explorers for the players to control, all with unique statistics in
Speed, Might, Sanity, and Knowledge. Those explorers are tasked with
exploring an old house. The ground floor and upper level are open to
the players at the onset of the game, with the basement becoming
accessible through a variety of ways. There are a total of 44 total
rooms possible in the house, laid out at random as rooms are
explored. Most of the rooms have a special feature, either a
condition for entering/leaving, an item hidden in the room, and event
that is triggered upon discovery, or an ominous Omen.
Items
are pretty self-explanatory. Most of them are there in order to help
your character in combat or exploration. These are the primary way
your character increases in power as the game goes on. Most of them
can be given to other players, some are expended after a single use,
and later on they can be stolen. Events are creepy things that
happen upon entering a room. Sometimes they're good, increasing
statistics are conferring items to the player, and sometimes they're
bad, reducing statistics, trapping an explorer until they're able to
free themselves, or otherwise impeding the players' progress. The
real danger comes from the Omens. These are cards that on face value
are generally very beneficial to the player; companions, powerful
weapons, large stat boosts, and more. In small doses they're a good
thing. Every time an Omen is drawn though the player who draws it
must make a Haunt roll. The roll most be greater than the total
number of Omens on the table, if it's not the game takes a dramatic
turn; from cooperative exploration to, most often, murderous
predation.
After
an unsuccessful Haunt roll the players consult one of the included
books, the Traitor's Tome,
to determine the identity of the traitor. Depending on the room that
was responsible for the Haunt, the Omen that was drawn in that room,
and occasionally the Haunt revealer, one of fifty different scenarios
is indicated to be that game's Haunt. Aside from two scenarios
without a traitor, this mechanic will pit one of the players against
the rest in a unique confrontation. The traitor consults the
aforementioned Traitor's Tome
while the forces of good get their instructions from Secrets
of Survival. The best way to
tackle this part of the game is to separate the two parties and go
over the scenario and its dangers and conditions for victory before
reconvening and continuing the game. It's important to remember that
all of the information shared in one book may not have been included
in the other, so be careful with what you say, you could be
inadvertently sharing too much with your enemy.
For me
this is where the game really shines. There are so many different
Haunts that the game never feels stale. There are Haunts involving
Voodoo, demon lords, dragons, lycanthropes, one inspired by The
Picture of Dorian Gray and more.
Some of the scenarios do have a bit of an issue with balance,
they're either too easily won by the Survivors or the Traitor, but
for the most part they're challenging fun for both sides. The only
real complaint with this aspect of the game is that it can be a
little jarring to stop the game for ten to fifteen minutes, read a
new set of rules, form a strategy, and then get back to the game.
Try to look at it as an opportunity for everyone to take a rest room
break, freshen up a drink, get a snack, and get back to it.
As you
can imagine, this type of game involves a lot
of pieces. Aside from those already mentioned there are almost 150
tokens intended to represent any of the variety of beasties the Haunt
might unleash on the world. It can be quite a task to sort through
all of those tokens to find the ones you need for a specific Haunt.
Another issue with the pieces are these tiny plastic clips intended
to be used to track each players' statistics on the sides of their
player card. The clips fit very loosely on the card and come
dislodged if someone closes a door on the other side of the house too
vigorously. We've used bobby pins in the past to accomplish the task
that those clips fail so miserably at. Small paper clips would also
do the job, and I've been intending to pick up a bag of tiny
clothespins to try.
Conclusion:
Once you can overcome the rather steep learning curve Betrayal
at House on the Hill
will provide you and your friends with hours of entertainment.
Although it's not a game for neophyte gamers, casual players will get
the hang of it after a game or two. The sheer number of options make
even your practice sessions fun. Just find a substitute for some of
the lesser quality pieces and avoid the headache of trying to
remember if that last Hideous Shriek drove you insane or if you're
still in the fight.
Rating:
8/10
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